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Vallun.2071

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Posts posted by Vallun.2071

  1. > @"Crab Fear.1624" said:

    > I'm dumb, how do you do emotes while UI disabled in the RP scenes?

    >

    > Also, the music was good, except for the last 2-3 minutes of the video, im not sure if it was the same song, but they took that part to the parking lot (beat it up)

     

    just type it without looking xD its there u just cant see it

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

    > any idea where all the cheap port spots for rifle 4 are? does it act similar to mes staff 2?

     

    its similar to phase retreat but it has different range so different spots will require different positioning but generally most spots are pretty flexible if they are close to eachother in the z axis

  3. > @"AegisFLCL.7623" said:

    > > @"Eddbopkins.2630" said:

    > > Very entertaining. I have no idea how u double teleport at mark 1:38. You think u should have a cd on some of those skills? Also your endurance regen rate is unreal, u use dodges but most of the time instead of the bar draining i just see it filling back up instantly.

    > > U make playing that class look like kindergarten work...lol

    >

    > @ 1:38 he shadow steps > steal (steal is a 1200 range teleport to target)

    >

    > Good video, not the most interesting music for a pvp video. Only question I have is are you running improvisation most of the time? You seem to generously use withdraw at 80%+ HP for re-positioning/dodges quite often.

     

    I do use improv a lot but the reason i use withdraw liberally like that is because its only a 4k heal anyway, and preventing damage/getting myself out of danger is more important than getting that extra 1 or 2k healing value from not being topped off simply because it mitigates more damage than i would heal

  4. > @"Eddbopkins.2630" said:

    > Very entertaining. I have no idea how u double teleport at mark 1:38. You think u should have a cd on some of those skills? Also your endurance regen rate is unreal, u use dodges but most of the time instead of the bar draining i just see it filling back up instantly.

    > U make playing that class look like kindergarten work...lol

     

    the acrobatics traitline gives improved vigor and daredevil gives a lot of endurance regenrating traits and abilities. The double teleport was casting steal and sword 2 at the same time, then shadowstepping right after

  5. Also I would be much happier with the new silent scope if it just had a couple changes like i mentioned before, make the stealth at the end of the dodge and make the icd on silent scope not proc if you are revealed so you can dodge normally if you are revealed but not get punished on your icd. I do like how you are more mobile with the new silent scope but i do not like wasting dodges to do a mechanic which does not synergize with dodging at all. To be honest kneel stealth did not feel amazing either so I would definitely be fine with having it how it is now with those couple changes.

  6. > @"Miatela.5047" said:

    > I can't agree with the analysis on instanced PvE. I have quite a bit of experience as thief in a raiding environment and numerous high parse (99th or 100th percentile) logs on GW2raidar while playing Daredevil and Deadeye in the previous patch.

    >

    > The changes Anet have made are abominable in an instanced raiding environment. Thief was already in a poor place so instead of Anet deciding to throw a few scant buffs in our direction, Rifle has been made useless in PvE, the new Malice mechanic is pointless in PvE and our highest DPS is indeed achieved from the "rotation" of autoattacks and CnD --> Backstab, forgoing stacking full Malice and neglecting the new Maleficent Seven trait. It is less engaging than the old Rifle setup and much less engaging than the numerically poorer power Daredevil option. If Anet had planned for a rotation involving Heartseeker to build full Malice before consuming with Backstab then they didn't test it against the most straightforward thief rotation and the baseline damage of Heartseeker or the Malice scaling of Backstab need to be increased considerably. Ideally both.

    >

    > Rifle is in such a poor state for PvE and the new mechanic with stealth and Silent Scope is so clunky, unintuitive and unenjoyable that Deadeye pretty much needs a full rework. Again.

    >

    > At this stage, I'm beginning to think that Anet's design and balance team hold some sort of grudge against thief. We've been bottom of the barrel with pre-patch Deadeye and power Daredevil DPS while condition Daredevil is generally mediocre (or good on bosses that don't matter and poor on the ones that do). Thief is in a really bad place. We tried to communicate this with the balance team when the Deadeye rework was announced and Anet have clearly not listened nor shown any willingness to do so.

    >

     

    Now that I think of it Rifle was pretty decent in PvE before but its definitely worse now for PvE. My changes to revert Silent Scope for PvP also make it better in PvE.

     

    Also it would be nice if building malice for backstabs other than a 2 stack for CnD but I don't think it was intended to get full malice every backstab. Though if another skill on the D/D weapon set was worth using to build malice (though I highly doubt it since you are already capped on initiative usage from CnD) then it would feel better. Still I think the changes to deadeye for D/D are positive. Of course deadeye is still far from being optimal in PvE instanced content.

     

     

  7. Overall the changes to deadeye have made PvE deadeye a little more desirable because there are now DPS enhancing traits in separate lines (premeditation and be quick or be killed/maleficent seven) and the cloak and dagger initiative reduction is a nice buff for the D/D weapon set which is the highest dmg. My only change for PvE would be to make malicious intent give malice from something other than the healing skill. It just doesn't make sense to proc malice (an offensive mechanic) off of a defensive skil. Perhaps swap the functionality of One in the Chamber and Malicious Intent so that you gain an extra stolen skill from One in the Chamber when you heal since all of the stolen skills have some sort of defensive boon attached to them, and then gain extra malice from Malicious Intent when you use a cantrip.

     

    PvP deadeye, however, feels a lot more clunky for any build that is using P/P or rifle, which were naturally the more successful deadeye builds because of the ranged steal.

    Pistol Pistol deadeye relied on the stun from now removed trait unforgiving to land its burst damage from unload while they have quickness up. This mechanic had decent counterplay to it because people could dodge as soon as they were stolen to to avoid the stun. Without the capability of stunning, a core critical strikes or bound daredevil pistol pistol is more effective at this role.

     

    My suggestion is to bring back Unforgiving and combine the two traits Payback and Collateral Damage into one since they are such weak effects unless you're in open world PvE content and both trigger off of finishing your mark so they make sense together.

     

    For rifle builds, Silent Scope was and still is a must have trait, preventing you from taking Unforgiving which is why this trait tier was a really good decision making process. As it is now, Silent Scope makes your dodge roll give you stealth instead of when you kneel. This is really unintuitive with the way deadeye works. The stealth on dodge is really nice for kiting but it happens at the beginning of your dodge rather than at the end of the dodge. What this means is if you shoot a rifle shot and then dodge something you will most likely reveal yourself as soon as you stealth because the missile will land right after. It also gives less counter play to someone chasing a deadeye to not know which direction they dodge in when they stealth.

     

    Even if the stealth is changed to at the end of the dodge roll (which is at least better than how it is right now) it still feels wrong to dodge for stealth. How stealth attacks work now you want to unload your malice when you stealth so generally you want to be using your stealth somewhat aggresssively. Dodging does not really add to your damage in any way as opposed to before when you had to kneel for stealth. This put you in kneel which improved the damage of all your rifle abilities while also giving you a bit of detargeting cover with stealth before you unloaded your damage. Also most successful rifle builds benefitted mostly from the burst damage of double tap/triple tap burst with the mark quickness, ignoring the clunky death's judgment. While death's judgment is much better in usability right now, the way you use it with stealth by dodging is very unintuitive and generally results in you doing less damage because you're wasting animations on a dodge roll that doesnt even put you in kneel, and then because deadeye is already lacking on dodges in comparison to other thief builds you are out of dodges because you have to waste them on using malice attacks which aren't even optimal because just kneeling and spamming triple tap is probably better damage. Also there are other clunky weird situations with the new Silent Scope. For example when you need to dodge something and your silent scope icd is off cooldown but you are revealed. This makes silent scope go on icd again and you don't get stealth. Also needing to be in combat to get stealth from Silent Scope forces you to use the new kneeling smoke field for stealth openers which is even clunkier. You need to kneel > smoke field > unkneel > deaths retreat for very minimal and low value stealth openers.

     

    My suggestion is to revert silent scope to what it was pre patch. This will make kneeling both a useful aggressive and defensive option as opposed to dodging which is a poor aggressive option but a pretty good defensive option (which is kind of the opposite of the purpose of the deadeye class). Also bring back the movement impairing condition cleanse on free action, I felt that was some nice quality of life for deadeye. If the previous kneel was an issue because it gave too much stealth access to perma stealth deadeye builds, then the requirement of using abilities to gain malice has already somewhat created a disincentive for that, forcing them to use abilities other than stealth and passive waiting to prepare their deaths judgment.

     

    TL:DR

     

    Combine Payback and Collateral Damage into the same spot as Collateral Damage. Put back unforgiving where Payback was. Revert Kneel and Silent Scope mechanics, Swap the trigger effects of One in the Chamber and Malicious Intent.

     

    I'll be up for more discussion of deadeye changes on my stream which u can find below

     

    EDIT: Also I would be much happier with the new silent scope if it just had a couple changes like i mentioned before, make the stealth at the end of the dodge and make the icd on silent scope not proc if you are revealed so you can dodge normally if you are revealed but not get punished on your icd. I do like how you are more mobile with the new silent scope but i do not like wasting dodges to do a mechanic which does not synergize with dodging at all. To be honest kneel stealth did not feel amazing either so I would definitely be fine with having it how it is now with those couple changes.

  8. > @"Hiraldo.7954" said:

    > At first glance most of these changes look good, however I'm very puzzled as to why Celestial Avatar CD is being increased, heals are being reduced, and GoTL is being nerfed. Druid is barely viable as a healer in WvW right now and this will likely kill it entirely.

    >

    > Also, nerfing warrior damage is silly, they aren't overpreforming at all in that regard. Full counter and break enchantments coefs should stay as they are on live. Dagger changes make sense though.

    >

    > Edit: I mean warrior damage in groups, not roaming. Dagger changes and featherfoot grace nerf should hit roaming spellbreaker hard enough to leave break enchantments and full counter as is in order to keep spellbreaker viable as melee dps in groups

     

    Druid is amazing in small skirmishes in both pvp and wvw. They dont fit in team fights in pvp or zerg fights in wvw sure, but that was the purpose of soulbeast wasnt it?

  9. > @"shadowpass.4236" said:

    > > @"Ben Phongluangtham.1065" said:

    > > I've never been a big fan of the naked penalty. I'll put a task on our backlog to change it. Though, it's low priority so I don't know when we'd get to it.

    >

    > Why not just make the armor giving pieces a requirement when entering unranked/ranked ques?

     

    You can just wear white gear to queue and remove it once you get in the match, even deleting it works

  10. > @"Swagg.9236" said:

    > It'd need to re-randomize on every death so that players don't get sick of their build draw over the course of a 15-minute joke of a game-mode. TF2 already does this with an arena mode mod called "Randomizer," and it's a jolly good time on occasion. The strength of that mode, however, is the player realizing that there is only 1 life to use any given weapon set-up due to the nature of the arena mode. Not only does this make a player try to make the most of any set-up, but it also reassures the player that the next round (all arena rounds are fairly quick and messy) will provide a new weapon set-up to use. Gw2's conquest mode is hot garbage for this kind of a mode (and really just most things in general). Swap skills on every death for more enjoyment.

    >

    > > @"Vallun.2071" said:

    > > terrible idea, nice game when enemy randomly gets a meta similar build and u get kitten dd soulbeast LUL

    >

    > Sounds like somebody dislikes fun.

     

    Na that just sounds really unfun to have your build not chosen for you. Every time i load into a game with the wrong build i usually have a bad time, And im sure people who are more casual and prefer to stick to their one or two builds would like it even less because they take a while to learn their abilities, giving them a weapon theyve never seen before and putting them in direct pvp just sounds likea bad time.

  11. > @"shadowpass.4236" said:

    > > @"Vallun.2071" said:

    > > > @"shadowpass.4236" said:

    > > > > @"Vallun.2071" said:

    > > > > Theres no point discussing mirage vs druid matchup when one side assumes the meta 5v5 comp mirage that will always lose to a druid, and others are assuming a 1v1 mirage spec that was used in a 1v1 tournament but is completely useless in 5v5s where you need to rotate. Also you guys keep mentioning my changes to ranger as nerfing soulbeast and core ranger, but don't really make any argument for why that is bad. Soulbeast isn't that bad, it just doesn't fit a specific role and is overshadowed by druid. My changes are not even massive nerfs, they are just small cast time increases. You understand that the difference between an animation being dodgeable/interuptable and being completely uninteractable is only around half a second. Thats it. If you spam troll unguent next to someone YOU SHOULD BE PUNISHED if they have an interupt ready. If you're in melee range of a ranger, hunter's shot should not be an instant stealth for them to escape.

    > > >

    > > > Just like when Anet increased Arc Divider's cast time by .25 seconds and the only way to somewhat reliably hit it was with quickness?

    > > >

    > > > Hunter's Shot is the only defensive mechanism we have on longbow. If it doesn't hit due to the myriad of projectile hate being thrown around, we're left wide open. Increasing the cast time to an already easy to predict skill that finds its uses in _many_ core ranger and soulbeast builds, is obviously a really hard nerf to builds that aren't even overperforming. If you have a problem with Druid's sustain, nerf Druid. Don't throw out a nerf to one of our weapon sets just because one of our two elite specs has too much sustain.

    > > >

    > > > Why not add a cast time to Infiltrator's Arrow?

    > > > _"Thieves have too much mobility and you should be punished if they have an interrupt ready. If you're in melee range of a thief, Infiltrator's Arrow should not be an instant teleport for them to escape."_

    > > > So what did Anet do? They nerfed Dash spamming instead of shortbow because Dash only affects the problem builds while a nerf to shortbow affects Core Thief _and_ Deadeye.

    > >

    > > Terrible analogies. Arc divider's nerf was a good change because it could not be dodged due to its quick animation. Also not only does infiltrators arrow have a cast time it has a delayed shadowstep afterwards. Hunters shot has absolutely 0 animation. If you want "free" escapes then you want to be not punished for bad positioning on a class that already has so many get out of jail free buttons (look at signets). I still don't see why longbow 3 shouldn't be nerfed if soulbeasts can use it too. I don't think a soulbeast should have a no animation stealth either.

    >

    > Hunter's Shot is a black-purple smoky arrow that fires after the bow is rapidly brought up. The cast time is faster than the auto attack, so dodge when you see the bow twitch.

    >

    > I've been doing ranger vs. ranger duels for years. One of the ways to gain an advantage is dodging the Hunter's Shot so your opponent can't stealth. It is relatively predictable and the arrow is a lot darker than the rest of the projectiles.

    >

    > It's not a no animation stealth. If you pay attention, you can dodge it. At least this stealth can be avoided. Black Powder + Bound is still one of the most annoying combos to deal with because it CANNOT be stopped due to the evade giving stealth.

     

    You're avoiding my points completely. In melee range there is no projectile, so there is no animation. Also you would never ever want to stealth in the ranger vs ranger matchup because you would just lose cap progess. More evidence that your opinions are based on 1v1 duel server balance and not 5v5 conquest balance which is the whole premise of this post.

  12. > @"shadowpass.4236" said:

    > > @"Vallun.2071" said:

    > > Theres no point discussing mirage vs druid matchup when one side assumes the meta 5v5 comp mirage that will always lose to a druid, and others are assuming a 1v1 mirage spec that was used in a 1v1 tournament but is completely useless in 5v5s where you need to rotate. Also you guys keep mentioning my changes to ranger as nerfing soulbeast and core ranger, but don't really make any argument for why that is bad. Soulbeast isn't that bad, it just doesn't fit a specific role and is overshadowed by druid. My changes are not even massive nerfs, they are just small cast time increases. You understand that the difference between an animation being dodgeable/interuptable and being completely uninteractable is only around half a second. Thats it. If you spam troll unguent next to someone YOU SHOULD BE PUNISHED if they have an interupt ready. If you're in melee range of a ranger, hunter's shot should not be an instant stealth for them to escape.

    >

    > Just like when Anet increased Arc Divider's cast time by .25 seconds and the only way to somewhat reliably hit it was with quickness?

    >

    > Hunter's Shot is the only defensive mechanism we have on longbow. If it doesn't hit due to the myriad of projectile hate being thrown around, we're left wide open. Increasing the cast time to an already easy to predict skill that finds its uses in _many_ core ranger and soulbeast builds, is obviously a really hard nerf to builds that aren't even overperforming. If you have a problem with Druid's sustain, nerf Druid. Don't throw out a nerf to one of our weapon sets just because one of our two elite specs has too much sustain.

    >

    > Why not add a cast time to Infiltrator's Arrow?

    > _"Thieves have too much mobility and you should be punished if they have an interrupt ready. If you're in melee range of a thief, Infiltrator's Arrow should not be an instant teleport for them to escape."_

    > So what did Anet do? They nerfed Dash spamming instead of shortbow because Dash only affects the problem builds while a nerf to shortbow affects Core Thief _and_ Deadeye.

     

    Terrible analogies. Arc divider's nerf was a good change because it could not be dodged due to its quick animation. Also not only does infiltrators arrow have a cast time it has a delayed shadowstep afterwards. Hunters shot has absolutely 0 animation. If you want "free" escapes then you want to be not punished for bad positioning on a class that already has so many get out of jail free buttons (look at signets). I still don't see why longbow 3 shouldn't be nerfed if soulbeasts can use it too. I don't think a soulbeast should have a no animation stealth either.

  13. Theres no point discussing mirage vs druid matchup when one side assumes the meta 5v5 comp mirage that will always lose to a druid, and others are assuming a 1v1 mirage spec that was used in a 1v1 tournament but is completely useless in 5v5s where you need to rotate. Also you guys keep mentioning my changes to ranger as nerfing soulbeast and core ranger, but don't really make any argument for why that is bad. Soulbeast isn't that bad, it just doesn't fit a specific role and is overshadowed by druid. My changes are not even massive nerfs, they are just small cast time increases. You understand that the difference between an animation being dodgeable/interuptable and being completely uninteractable is only around half a second. Thats it. If you spam troll unguent next to someone YOU SHOULD BE PUNISHED if they have an interupt ready. If you're in melee range of a ranger, hunter's shot should not be an instant stealth for them to escape.

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