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BeepBoopBop.5403

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Posts posted by BeepBoopBop.5403

  1. > @"Kondor.2904" said:

    > > @"BeepBoopBop.5403" said:

    > > > @"Ziggityzog.7389" said:

    > > > It was a broken skill since launch.

    > >

    > > And thief as a class was balanced around having that skill since launch. That means many nerfs to make sure thief is not roaming the map with too much firepower in exchange for that mobility. What do you plan on giving back to thief since they took away the primary reason for many balance changes? Let me guess, nothing?

    >

    > Half of the other specs in the game:

    > ![](https://i.imgur.com/e0xABAh.jpg "")

    >

     

    Not everyone in this game argues in bad faith favoring their profession only lol but I might as well with the crab mentality around here.

  2. > @"Ziggityzog.7389" said:

    > > @"BeepBoopBop.5403" said:

    > > > @"Ziggityzog.7389" said:

    > > > It was a broken skill since launch.

    > >

    > > And thief as a class was balanced around having that skill since launch. That means many nerfs to make sure thief is not roaming the map with too much firepower in exchange for that mobility. What do you plan on giving back to thief since they took away the primary reason for many balance changes? Let me guess, nothing?

    >

    > Umm give nothing back? It's a well deserved nerf with no gain like how things with other classes are nerfed with no gain.

    >

    > They could have cut the range in half but but instead they went the the route of making it a elite weapon skill with the cost. Good second idea.

     

    Or you could ignore what I wrote. Just another thief QQer mindlessly celebrating lol but what could I expect from a guy with a reaper avatar. Players escaping you are basically breaking the game, they're supposed to stand in my melee/AoE wtf!! /s

     

    Here it is so you can read it again (and by again, I mean the first time):

     

    > @"BeepBoopBop.5403" said:

    >

    > And thief as a class was balanced around having that skill since launch. That means many nerfs to make sure thief is not roaming the map with too much firepower in exchange for that mobility. What do you plan on giving back to thief since they took away the primary reason for many balance changes? Let me guess, nothing?

  3. > @"Ziggityzog.7389" said:

    > It was a broken skill since launch.

     

    And thief as a class was balanced around having that skill since launch. That means many nerfs to make sure thief is not roaming the map with too much firepower in exchange for that mobility. What do you plan on giving back to thief since they took away the primary reason for many balance changes? Let me guess, nothing?

  4. > @"UNOwen.7132" said:

    > > @"noiwk.2760" said:

    > > > @"Halikus.1406" said:

    > > > > @"BeepBoopBop.5403" said:

    > > > > > @"Halikus.1406" said:

    > > > > > > @"CutesySylveon.8290" said:

    > > > > > > > @"Halikus.1406" said:

    > > > > > > > Thief mobility was never balanced to begin with.

    > > > > > > >

    > > > > > > > That IS a big nerf, don't get me wrong, but thief is still the most mobile class out there and mobility in this game needs to be brought down. I can absolutely understand them not being happy, but this is long overdue lol

    > > > > > >

    > > > > > > Okay but there was nothing given in compensation. Shortbow is now by far the most expensive weapon and it's a utility weapon. You can't make the most important tool on the class so expensive and just leave them with nothing in return.

    > > > > >

    > > > > > What? You want more? lol

    > > > > >

    > > > > > SB is already offers a buttload of utility in every skill to the point of being a pretty much mandatory weapon to have and you want compensation? Be glad that was all they did to it lol

    > > > >

    > > > > Thief has gotten MANY damage nerfs to the past because of it's 'OP' mobility. THAT is why it's extremely upsetting that all that kitten is just down the drain while they nerf mobility too and give nothing in return.

    > > >

    > > > The dmg nerfs to some weapons, dagger in particular, may seen to much now I agree. But I dont think thief needs anything more except for some minor number adjustments here and there, because what truly needs to happen is for the still overperforming classes/specs to be brought down.

    > >

    > > sorry if im honest daredevil still does crazy burst damage.. while having stealth to poof out once he done its burst.. most classes have been nerfed and most people try to go bunker now to survive against annoying stealth daredevil who burst them down out of no where.. if im honest thief is the most cancer build to play against in pvp.. and im kind of sad they did not remove some of the stealth or rework stelth.. i think daredevil damage is actually pretty good..

    > > a + 1 class with best mobility in game and no cd stealth and so many evades and what not.. shouldnt do damage like a necro or like any other class really.. and yet their damage is still pretty high... thieves just want to kill everyone

    >

    > In what world is 5k on your hardest hitting skill (and a lot less on your regular skills) "Crazy burst damage"? Bloody hell. Thief damage is pathetic. Theyre still incredibly good because theyre so fast they can decap and +1 better than anyone else, and you dont need much damage for that, but to say that their damage is anything other than really low is silly. They dont do nearly as much damage as *any* other class. Necro hits a *lot* harder.

     

    And thief has to go berserker to have similar damage to what it had using marauders before February....These days a marauder amulet backstab hits maybe 3k tops lol.

  5. > @"Halikus.1406" said:

    > > @"CutesySylveon.8290" said:

    > > > @"Halikus.1406" said:

    > > > Thief mobility was never balanced to begin with.

    > > >

    > > > That IS a big nerf, don't get me wrong, but thief is still the most mobile class out there and mobility in this game needs to be brought down. I can absolutely understand them not being happy, but this is long overdue lol

    > >

    > > Okay but there was nothing given in compensation. Shortbow is now by far the most expensive weapon and it's a utility weapon. You can't make the most important tool on the class so expensive and just leave them with nothing in return.

    >

    > What? You want more? lol

    >

    > SB is already offers a buttload of utility in every skill to the point of being a pretty much mandatory weapon to have and you want compensation? Be glad that was all they did to it lol

     

    Thief has gotten MANY damage nerfs to the past because of it's 'OP' mobility. THAT is why it's extremely upsetting that all that shit is just down the drain while they nerf mobility too and give nothing in return.

  6. > @"Vancho.8750" said:

    > > @"Leonidrex.5649" said:

    > > @"Vancho.8750" this is just nades.

    > > each nade throw hits for ~ 1.0 every 1s while most auto chains hit for ~ 1,5-1,7 while lasting over 2s

    > >

    > Holly hell, you made me think about it and I test it, then checked the slowest basic attack weapon The Reapers GS and nades do way more consistent damage then it. Like kitten why does slow melee weapon(supposedly designed to be slow but hit hard) deals less damage then a fast ranged weapon. Their design philosophy is getting way too wack.

    >

     

    Been the trend in the game since February I think...they nerfed a lot of strong melee skills and left a lot of low risk ranged/AoE unnerfed (Renegade anyone??).

  7. > @"Garret.1965" said:

    > > @"BeepBoopBop.5403" said:

    > > Like Cluster Bomb for thief. Engineer grenades travel way too fast to react to such tiny projectiles without an AoE marker. Since they're basically uncounterable with blinds/aegis because there are multiple projectiles, AoE markers are desperately needed.

    > Wait... Cluster Bomb is too fast? Is Arcing Arrow from warrior also an issue? Grenades are hardly unavoidable, my dude, and they _are_ in-fact negated by blinds—for whatever reason. Not that I'm directly against giving nades AoE markers, however, but desperately needed? Definitely not.

    >

    >

     

    I never said Cluster Bomb was too fast. I meant grenades should have AoE markers on the ground like they added to Cluster Bomb a while back.

     

    Grenades are not blindable in my experience... I'll shadow shot towards and engineer that nades their feet and I'll still take damage (and be blinded myself because of Flashbang...)

  8. Like Cluster Bomb for thief. Engineer grenades travel way too fast to react to such tiny projectiles without an AoE marker. Since they're basically uncounterable with blinds/aegis because there are multiple projectiles, AoE markers are desperately needed.

  9. > @"Bish.8627" said:

    > Anet, I used to gank people with my unbeatable thief, mirage and ele builds in under a second, now it takes me 3 seconds and they might actually expose my lack of skill on a zerg build, I hate this game.

     

    Impressive that you can expose someone else's lack of skill by letting yourself die in a slightly longer amount of time I guess...

     

    There are these things called build templates and equipment templates that you can use while running to the tag to temporarily play a solo oriented build. But learning to play a different way might be too hard...

  10. > @"Ubi.4136" said:

    > > @"Stand The Wall.6987" said:

    > > > @"Ubi.4136" said:

    > > > That said, a full spec healer should be able to heal an amount equal to a single full spec dps.

    > >

    > > nope

    >

    > That's what balance is. Single target hps should equal single target dps. I get that most people don't actually want balance. They think that zerk dps should insta-kill everything in the game. But that isn't balance.

     

    Just wrong lol. So you basically want stalemate wars? Why should a minstrel build, going full tank 0 risk, be rewarded as much if not more than a full zerk 100% risk build? Also there is no single target healing build.

  11. > @"Dawdler.8521" said:

    > > @"BeepBoopBop.5403" said:

    > > > @"Kodama.6453" said:

    > > > > @"aleron.1438" said:

    > > > > That you keep persisting to deny daredevil trait line which contains 15%+10% dmg buffs to be considered offensive if traited is baffling. Acrobatics is purely defensive. There isn't a single thing that boosts damage on its own in that one.

    > > > >

    > > > > What is even the purpose of this semantics arguement about marketing fluff.

    > > >

    > > > He was comparing daredevil with reaper and mentioned that reaper can still hit pretty hard even with 1 defensive trait line and 1 utility trait line.

    > > > Daredevil shouldn't hit as hard as reaper in such a setup, since daredevil is primarily supposed to be a defensive trait line.

    > > >

    > > > Yes, it has damage. All the other bruiser/tank elite specs in the game also have some damage modifiers. But a scrapper is not going to hit as hard as a holosmith, since holosmith is designed around dealing damage while scrapper has way more of it's power budget located in defense.

    > > >

    > > > I was just informing that it is natural that a daredevil shouldn't hit as hard as dedicated damage dealer elite specs, since it isn't supposed to be one of them.

    > >

    > > Was hit by a 15k grenade barrage today, before explosive entrance. From a Scrapper. So what's this about 'bruiser' specs shouldn't hit hard again?

    > >

    > > 2.8k x 5 = 14,000

    > > plus 1.4k (non crit nade) = 15,400

    > > plus 3.8k Explosive Entrance = 19,200

    > >

    > > And it's all mostly AOE damage. So much for bruiser spec. You can pretend that it makes sense however in your head that some specs shouldn't hit hard as others, it's not reality lmao. vErY dEfeNSive

    > >

    > > https://wiki.guildwars2.com/wiki/Mass_Momentum

    > > https://wiki.guildwars2.com/wiki/Expert_Examination

    > > https://wiki.guildwars2.com/wiki/Object_in_Motion

    > > https://wiki.guildwars2.com/wiki/Kinetic_Stabilizers

    > > https://wiki.guildwars2.com/wiki/Applied_Force

    > And zergs run zero reflects too.

    >

    > Wait.

    >

     

    WvW is just one giant 24/7 3 way zerg fight where 60% of participants are minstrel support.

     

    Wait.

  12. > @"Kodama.6453" said:

    > > @"aleron.1438" said:

    > > That you keep persisting to deny daredevil trait line which contains 15%+10% dmg buffs to be considered offensive if traited is baffling. Acrobatics is purely defensive. There isn't a single thing that boosts damage on its own in that one.

    > >

    > > What is even the purpose of this semantics arguement about marketing fluff.

    >

    > He was comparing daredevil with reaper and mentioned that reaper can still hit pretty hard even with 1 defensive trait line and 1 utility trait line.

    > Daredevil shouldn't hit as hard as reaper in such a setup, since daredevil is primarily supposed to be a defensive trait line.

    >

    > Yes, it has damage. All the other bruiser/tank elite specs in the game also have some damage modifiers. But a scrapper is not going to hit as hard as a holosmith, since holosmith is designed around dealing damage while scrapper has way more of it's power budget located in defense.

    >

    > I was just informing that it is natural that a daredevil shouldn't hit as hard as dedicated damage dealer elite specs, since it isn't supposed to be one of them.

     

    Was hit by a 15k grenade barrage today, before explosive entrance. From a Scrapper. So what's this about 'bruiser' specs shouldn't hit hard again?

     

    2.8k x 5 = 14,000

    plus 1.4k (non crit nade) = 15,400

    plus 3.8k Explosive Entrance = 19,200

     

    And it's all mostly AOE damage. So much for bruiser spec. You can pretend that it makes sense however in your head that some specs shouldn't hit hard as others, it's not reality lmao. vErY dEfeNSive

     

    https://wiki.guildwars2.com/wiki/Mass_Momentum

    https://wiki.guildwars2.com/wiki/Expert_Examination

    https://wiki.guildwars2.com/wiki/Object_in_Motion

    https://wiki.guildwars2.com/wiki/Kinetic_Stabilizers

    https://wiki.guildwars2.com/wiki/Applied_Force

     

  13. > @"Kodama.6453" said:

    > > @"BeepBoopBop.5403" said:

    > >

    > > Very offensive trait right here

    > >

    > > https://wiki.guildwars2.com/wiki/Blighter%27s_Boon

    > >

    > > Very offensive indeed

    > >

    > > https://wiki.guildwars2.com/wiki/Heat_Therapy

    > >

    > > https://wiki.guildwars2.com/wiki/Spectrum_Shield

    > >

    > > Now how about we use our actual brains instead of relying on paragraphs written for marketing 3-5 years ago.

    >

    > Ok, then you might want to think for a second why these 2 specs have these traits. Yes, these traits are defensive. They are there to enable these 2 classes to do their job, which is being a **damage dealer** primarily.

     

    I guess Daredevil is offensive then! It lets me evade and do my job as a damage dealer! /s

     

    > You can't deal damage if you are dead and since holosmith and reaper are both forced into melee to do damage, they get some defense along the way to survive while they are unloading their damage.

     

    Ah so they get SOME defensive tools like Daredevil, but aren't considered defensive got it...

     

    > Don't know if you are familiar with the terms of league of legends, but in their teminology, holosmith and reaper are skirmishers. Primary damage dealers which are using offensive stats to deal damage, while they get mechanics to reduce and avoid damage to survive in the time window they need to deal their damage.

     

    The irony that all of this applies to Daredevil too, lol. These traits aren't offensive to you at all? Please classify Soulbeast for me next lmfao

     

    https://wiki.guildwars2.com/wiki/Weakening_Strikes

    https://wiki.guildwars2.com/wiki/Havoc_Specialist

     

  14. > @"Kodama.6453" said:

    > > @"BeepBoopBop.5403" said:

    > > > @"Kodama.6453" said:

    > > > > @"BeepBoopBop.5403" said:

    > > > > Also why is Daredevil a defensive line to you??? Is Reaper a defensive line?? On a Death Magic, Soul Reaping, Reaper build which to me is the equivalent of SA Daredevil I can hit 8k shroud 2s still...

    > > >

    > > > Daredevil is a defensive line by Anet's own definition.

    > > >

    > > > Daredevil is a **bruiser** spec (which is this game's equivalent of a tank), not a primary damage dealer. If you want to compare daredevil to another elite spec, you made the wrong choice, since reaper is a **dps** spec.

    > > >

    > > > Elite specs which are comparable with daredevil are scrapper and spellbreaker.

    > > > Elite specs comparable with reaper are stuff like holosmith and berserker.

    > > > These are 2 very different types of elite spec classes.

    > > >

    > > > One is supposed to increase your survivability and CC (daredevil through dodges, scrapper through barrier, spellbreaker through the counter mechanic) with some damage.

    > > > The other is supposed to increase your damage potential primarily (photon forge, reaper's shroud, berserk).

    > > >

    > > > So yes, daredevil is a defensive trait line.

    > >

    > > You need to show me where Anet has these definitions lol. What is weaver then? Mirage? You sure you didn't just make all that up?

    > >

    > > Half of the utilities you get from Daredevil are attacks.

    >

    > Half of the utilities you get from scrapper are also attacks. Do you really want to claim that scrapper is not a defensive line?

    >

    > Anet has mentioned that specs are supposed to be defensive bruisers in the past. It has been the very reason for the major rework of the scrapper elite spec, since this was supposed to be a tanky bruiser and it didn't do that job really well in the first iteration.

    >

    > Also, if you are really questioning that daredevil is a defensive trait line, then tell me why Anet has chosen these words to advertise it themselves:

    > >Training in the path of the Daredevil does not come easily, but those who dare are rewarded with the reserves that **will help them endure** as they enter the jungle.

    > They put emphasis on the spec being durable, not on it being a heavy damage dealer.

    >

    > Meanwhile the description of the reaper you compared it with:

    > >An inexorable force on the battlefield, the reaper empowers itself enough to wield a cleaving greatsword to harvest its foes. Slow and hard-hitting, these deadly combatants call out the impending doom of their enemies with piercing shouts. Upon accumulating sufficient life force, they can enter the reaper’s shroud, a deadly form that grants them a dark scythe of malevolent energy and the abilities to match it. Capable of heavily afflicting their victims with chill and other conditions, the reaper wades into melee receiving and dealing blows knowing nothing can save its foes!

    > See a difference? Daredevil is described as a durable combatant, someone who **survives**.

    > Reaper is described as a damage machine. "Slow and hard hitting", "deadly combatants", "impeding doom of their enemies", "reaper's shroud, a deadly form".

    > Way more emphasis on damage here.

     

    Very offensive trait right here

     

    https://wiki.guildwars2.com/wiki/Blighter%27s_Boon

     

    https://wiki.guildwars2.com/wiki/Relentless_Pursuit

     

    Very offensive indeed

     

    https://wiki.guildwars2.com/wiki/Heat_Therapy

     

    https://wiki.guildwars2.com/wiki/Spectrum_Shield

     

    https://wiki.guildwars2.com/wiki/Hard_Light_Arena

     

    Now how about we use our actual brains instead of relying on paragraphs written for marketing 3-5 years ago. I'm not the one defining elite specs as offensive or defensive, ya'll are. I view them as utility lines.

  15. > @"Kodama.6453" said:

    > > @"BeepBoopBop.5403" said:

    > > Also why is Daredevil a defensive line to you??? Is Reaper a defensive line?? On a Death Magic, Soul Reaping, Reaper build which to me is the equivalent of SA Daredevil I can hit 8k shroud 2s still...

    >

    > Daredevil is a defensive line by Anet's own definition.

    >

    > Daredevil is a **bruiser** spec (which is this game's equivalent of a tank), not a primary damage dealer. If you want to compare daredevil to another elite spec, you made the wrong choice, since reaper is a **dps** spec.

    >

    > Elite specs which are comparable with daredevil are scrapper and spellbreaker.

    > Elite specs comparable with reaper are stuff like holosmith and berserker.

    > These are 2 very different types of elite spec classes.

    >

    > One is supposed to increase your survivability and CC (daredevil through dodges, scrapper through barrier, spellbreaker through the counter mechanic) with some damage.

    > The other is supposed to increase your damage potential primarily (photon forge, reaper's shroud, berserk).

    >

    > So yes, daredevil is a defensive trait line.

     

    You need to show me where Anet has these definitions lol. What is weaver then? Mirage? You sure you didn't just make all that up?

     

    Half of the utilities you get from Daredevil are attacks.

     

    If Holo is offensive, why does it get Adrenal Health level regen, a block utility, a protection field utility, and a straight up nearly-turn-off-all-condi-and-power-damage utility?

     

    If Reaper is offensive, why does it have the most stability out of any necro elite spec (Shroud 3 also reduces damage from all sources by 20%), have a built in projectile block (Shroud 2)

  16. > @"SpellOfIniquity.1780" said:

    > > @"BeepBoopBop.5403" said:

    > > How about numbers vs golems in Armistice next time? One shotting Squire ranks possibly wearing greens isn't really a good representation.

    >

    > The Mithril rank standing next to his keep with Presence of the Keep buff is irrelevant then?

    >

    > If you'd like I can share a few dozen more. I've been screen capping all the 10k+ hits I've been getting in the week I've been playing Thief.

    >

    > And in case anyone misunderstands me, I'm not saying "nerf Thief" or that I have a problem with the class. I'm merely stating that Thief is still perfectly capable of spiking people for large numbers despite how often I see people claiming otherwise.

    > Lots of classes are still capable of enormous damage, and many don't need to go all in on offensive stats/traits to do so. Trickery/Shadow Arts/Daredevil does no damage because it's two defensive trees. It would be like a Reaper taking Blood Magic/Death Magic/Reaper, ofc it's going to hit like a noodle.

    >

    > I apologize for the focus on Thief, but the person I was replying to is a Thief main and was saying -

    >

    > > By "balance" patch you mean more thief nerfs

    >

    > Which I get a laugh out of because I see this so often. _Everything_ gets frequent nerfs, it isn't exclusive to Thief, and some people act like it's a problem that you actually have to choose offensive trait lines to do damage.

     

    I'd say no, not relevant because I highly doubt these pictures were after February lol. I just went running around with DA CS T with Scholar runes and Marauder/Zerk. Highest backstab I hit was 11k with bloodlust stacks and my keep buff, so unless you're hitting naked people...

     

    My stats without keep guild aura, with food and stacks

     

    ![](https://i.imgur.com/CwdVSb8.png "")

     

    Also why is Daredevil a defensive line to you??? Is Reaper a defensive line?? On a Death Magic, Soul Reaping, Reaper build which to me is the equivalent of SA Daredevil I can hit 8k shroud 2s still...

  17. > @"SpellOfIniquity.1780" said:

    > > @"Straegen.2938" said:

    > > By "balance" patch you mean more thief nerfs, ignoring Rev damage, creating even stronger Pew-Pew and making Necros and Guardians even more OP? They will also screw up elementalist timing but not actually improve or balance anything on the class. Mesmers will get some build neutered but likely create a new build that has some strange balance issue. Oh and they will further nerf warrior melee abilities. The only smart thing they will likely do is leave engis alone.

    > >

    > > Did I miss anyone?

    >

    > So many things wrong with this. Rev has had its power skills nerfed so many times that condi is the favored way to play it now, Scourge has had Shades reworked and nerfed repeatedly, Engi is almost entirely reliant on Grenade Barrage and Explosives because it hits like a potato without them, Warrior gets _buffs_ on melee skills almost every patch...

    >

    > Also

    > ![](https://i.imgur.com/Ee5ceM9.jpg "")

    > ![](https://i.imgur.com/HUvG4Oe.jpg "")

    >

    > Thief does no damage btw. I made one this week and have been enjoying myself a lot. Not a single piece of Berserker in my build, all Marauder + Valkyire. No Force sigil. **I didn't have** 25 Might or 25 Bloodlust in either of those screens, and I don't use Assassin's Signet. I have been _regularly_ hitting 10k Backstabs and 10k+ Heartseekers. I'll bet if I went all in I could hit quite a lot harder.

    >

    > Imagine playing Thief without Shadow Arts.

    >

    > EDIT:

    > Realized the second screen might be misleading since I said I didn't have 25 Bloodlust. Look at the scroll bar. It was a small fight of 6 - 8 versus 6 - 8. I did not have 25 Bloodlust at the time of landing that Backstab. I killed a few players afterward and retreated inside to check my combat log so I could screen cap. 25 Bloodlust makes a pretty sizable difference so I want to be clear that the 14k I landed could have been 15k.

     

    How about numbers vs golems in Armistice next time? One shotting Squire ranks possibly wearing greens isn't really a good representation.

     

    Edit: Also assuming you're Deadly Arts, Crit Strikes, and Trickery, you will get steamrolled by any condition build without them even trying.

  18. > @"Straegen.2938" said:

    > Thieves are specifically designed to be strong in small scale because they are utterly useless in large scale so expecting to win vs a thief in 1v1 is dumb. However thieves have been nerfed so routinely over the years they aren't even a premier small scale class any longer. There are so few thief builds left that are functional. D/D, S/?, P/P are essentially dead. Rifle on life support. Shortbow pretty much only mobility. D/P and P/D are the only functional weapons left and they have been routinely nerfed.

    >

    > They are now mostly useless outside of plus one in fights, scouting, picking off bad players or killing other thieves. The only real negative issue left with thieves is the stealth mechanic in GW2 that allows for thieves to troll players with little recourse. Everything else about them has been nerfed to the point that only a handful of good ones remain.

    >

    > Anti-thief complainers have won. Take a lap because the class is a couple more nerfs away from getting a fork in them.

    >

    >

     

    I'm sure someone will pop in here suggesting that venomshare or staff monkey thief is a valid large scale build. People won't be satisfied til no one is playing thief, because even with all the reveals and all the marked in the game they cannot put enough neurons together to deal with stealth.

  19. > @"subversiontwo.7501" said:

    > > @"BeepBoopBop.5403" said:

    > > > @"subversiontwo.7501" said:

    > > > The marked system is surely just another hackjob put in as a placeholder until proper balance could have been done, that has since just lingered in true Anet fashion.

    > > >

    > > > However, somehow suggesting that boons are anywhere near as oppressive as stealth is laughable and its odd not aknowledging that a removal of the bad marked system also needs to come with a complete overhaul of the Thief class' stealth mechanics and possibly even a full redesign of its specialisations, where mere balance is probably not enough to create something fun and functional.

    > > >

    > > > Like most people though, I'd rather have Thieves balanced without a bunch of tacked on extra systems made just for them and that Thieves are still stiflingly popular despite the marked system also says quite alot about where the actual balance is.

    > >

    > > If you think 4 support builds (5 if you count the rare Chrono) basically carrying the meta is somehow less oppressive than one roamer class, well you're just wrong lol. Thieves won't be balanced to people like you til they are actually useless, and they are pretty close to that other than picking off 1 random zergling at a time.

    > Look, among the more experienced players at smaller scale you are seeing a decreasing amount of content almost exclusively due a growing popularity of Thieves because they have pushed so far ahead of other classes that rely on mobility and other factors to fight outnumbered. That is a balance issue and down to mechanics.

    >

    > That you complain about other players adapting by bringing on support classes so you can't run-away solo them as easily by resetting combat and draining their cooldowns or hitpoint pools that is a gameplay issue since you can make friends to even out the numbers and organize a sufficient amount of control and burst to beat the support classes.

    >

    > So you are literally just here whining about not getting a free card for everything. At the end of the day, you can't scale up, organize better or simply L2P to bridge the gap in mobility and resets while you most certainly can match opposing numbers and coordinate enough burst to break through a support class - a support class that is often only played because of the overblown dominance of Thieves to begin with.

    >

    > We have marked debuffs only because of Thieves. We have solo-duo roamers opting for supporting pairing and scaling up their groups only because of Thieves. Thieves still remain dominant among higher end small scale gameplay, so we are for example seeing less content from content producers who used to play Warrior, Elementalist or any other popular oldschool setup while we are seeing more and more Thieves sprinkled with the odd Tower-ranger or Tower-mesmer. The only thing to say against some of those players and classes is that the small scale meta has always been even more exclusive than large scale where you've had about half the classes above the other half to the point where the lower half has almost always only had some gimmick builds to attempt to compete on. However, now we're seeing more of three tiers instead and that's a development in the wrong direction.

    >

    > It's one thing claiming people will not be happy until a class is gone and another being so delusional that you can't see them increasing in popularity to a degree that stifles content around the game to where there is more and more Thief-Thief mirrors and less of everything else.

    >

    > If we're talking about larger scale, then sure, your options are limited, but the same thing goes for larger scale as it does for breaking support-pairing at duo to party scale: It's important to find friends and learn to havoc. Thieves may have limited options at larger scale but they still have options if one adapts to play their role. There's a difference between being effective at larger scale content and being easy to fit into a pickup meta. If the argument would be to improve the Thief class' appeal in pickups, that's another discussion and one I would be open to suggestions on. Those wouldn't necessarily require nerfs.

    >

    > So what meta are we talking about here? Solo? Duo? 2-5? 1vX? Duo v X? You'll see that Thief is meta in all of them and its the only meta in some of them. If it's something larger I suggest you learn to havoc and you can remain impactful.

    >

    > Until that is framed, I'll just have to go by your post history and assume that this thread only exists because support makes it not as easy for you to just reset-win in 1vX scenarios and that you've made this thread because all the recent valid stealth-nerfing threads here has made you cranky.

    >

    > So, for whatever has been said in this thread so far: You, like many other Thieves, are getting carried by your class and you make threads like this one every time you come up against the most minor challenge while proving that you are completely incapable of putting that challenge into a context. Perhaps it shouldn't be easy to just exploit resets to "bait" out opponents cooldowns when they have doubled up on numbers and specifically bring support to counter exactly that? They are litterally doing everything they can to specifically counter what you rely upon and that it works to some degree isn't enough for you so you come here calling for nerfs.

    >

    > Lol indeed.

    >

     

    THIEF KILLED ME Q_______________Q

     

    Could copy paste this whole rant into 2015 and I would ignore it all the same, L2P. THE SKY IS FALLING, THIEVES ARE MAKING EVERYONE GO MINSTREL!

     

    Also I'm not even complaining about Marked, because I can L2P around it and I constantly use it to take down thieves. I cannot L2P around 3.5k armor healer meatshields since February power nerfs, and neither can my revenant, my dragonhunter, my shatter mesmer, or my power warrior.

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