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MindWipe.3028

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Posts posted by MindWipe.3028

  1. > @"Kachros.4751" said:

    > it says miss because 1. they want to retain logic and so dodging side to side allows some attacks to miss, however not all of them or 2. it became out of range after being cast so it sometimes just shows as a miss instead of saying its out of range.. from my experience anyways

     

    Speaking from the perspective of a thief main it is complete bs. When shadow shot cost 6 initiative it should always land unless the enemy actually does something to avoid it. It is so bad that i have shot people with shadow shot only for them to then stand still and have it gracefully touch glide across their face. Furthermore, i dont see why this is such a big problem with some skills and yet other skills have heat seeking capabilities. It isnt like the player aims their own projectiles so why do i get punished when the game "misses"? and like i said why is there inconsistency in what skills do and dont track so i dont think they are trying to maintain any kind of logic therein.

  2. > @"Avatar.3568" said:

    > It's not inconsistent, show me your problematic spots per clip or screen shot and than we can talk

     

    your comments are so full of bs and I think you know it too. The op is absolutely correct in what he is talking about and I know because i'm a thief main and I have to deal with this every match just about. I literally get no valid paths trying to teleport on flat ground into a guy on a point. Just a couple days ago i had one that made me want to die. I was 1v1ing this deadeye on silent storm and I had him down to a killing blow. My sword 3 was loaded as was my steal. I was standing on the point while he was standing on the bridge leading into the point. I use my steal and 3 and boom, no valid path. I proceeded to die in game and in real life. don't even pretend like this isn't a thing....

  3. ^^^^^ i swear if someone comes in here and tells me that im wrong im going to lose the last bit (none) of faith in humanity. Yes i am suggesting that my ranged attacks should magnet pull like sneak attack and life blast. I can see now reason why skills that cost 6 initiative like shadow shot should magically "miss" an opponent. DONT ANYBODY TELL ME IM WRONG CAUSE IM NOT WHY DOES THIS HAPPEN

  4. > @"LSD.4673" said:

    > Bit of a hijack, but about WvW? I made a Thief specifically for PvP+WvW -- mostly the latter. Lots of the top builds on MetaBattle are Daredevil, so i figured it'd be versatile. I've finally fully unlocked DD, and it feels disappointing compared to D/P. Is it just another case of MetaBattle being wildly outdated?

     

    as someone who has been maining thief in wvw for years i am sad to report that staff thief really doesn't have a place in wvw anymore. You can make it work but the problem is it is outclassed wildly by other stuff atm.

  5. the meta is as bad as it has ever been imo.

    WVW: there is no longer any reason to bring a staff thief anymore as it's damage is completely outclassed by power guard. The only thing it provides is venom share which isnt bad but it isnt enough to justify bringing it over a power guard. In summary while it is useable there is really no longer any reason to bring a thief anymore.

     

    PVP: imo the meta is at least as bad as any other meta there has been if not worse. Reason being is i hate the style of the shadow arts builds. Pretty much you decap and +1 everyone which i find boring. But the real problem is shadow arts pretty hard counters pretty much every other non shadow arts build so you are pretty much forced to run it yourself. I have only found one non shadow arts thief build that can keep up but even then you it prob isnt a favorable matchup but it puts you on even enough ground that you can make it work. In short i hate shadow arts and i wish it would go away

  6. So i was in the shower thinking about the new expansion and what the future of thief might look like and i stumbled upon an idea which i think is pretty cool.

     

    Spec name - looter

    weapon - unarmed

    traits - the traits would give you different bonuses to compensate for the lack of sigils and weapon stats.

     

    Mechanics - steal would be buffed to take the hard earned items out of peoples inventory and from there you can choose to keep them or use them as stolen weapons which you can throw/hit at the enemy with. I do see the possibility that it may be considered unfun for other players to have their items taken from them by an insta cast skill so to counter this players would be able to pick the items they value most and "insure" them so they get replaced if stolen by a looter. The gold would come from a collective pot that comes from all the other players that have insured their items so that way the economy wont be damaged by this mechanic. of course to keep this system from being abused, players who have their alts/ friends allowing themselves to get stolen from in order to split the money will have to relieve a ban.

     

    Weapon skills - weapon skill 1 would be a simple chain attack similar to rampage where the looter punches the enemy. weapon skill 2 would be a shin kick which cause cripple to the enemy. weapon skill 3 would be stun attack in which the looter uses an improvised weapon, such as a bike lock inside a sock, to hit the enemy over the head which would have high base damage and cause a one second stun. Weapon skill 4 would be a ranged aoe molotov cocktail attack which causes extra damage to structures such as siege. weapon skill 5 would be a quick dash to allow the looter to escape outnumber fights such as +1s in pvp or roaming battles.

     

    Utility skills - Heal skill would be "arrest" where the looter gets on the ground with their hands apart and becomes invulnerable to all attacks while channeling this skill, also heals for a moderate amount of course. Utility 1 would be "road block" where the thief drops an impassable barrier which knocks enemies that try to go through it. Utility 2 would be "throw brick" a simple brick projectile (preferably 2 or 3 charges) which delivers a one second stun on impact. Utility 3 would be "hijack" this skill would be multi functional where in wvw it will allow you to knock an enemy off their mount and use it as your own, but also when used on a non mounted target you steal their weapon and are able to use their weapon skills for a short time. Utility 4 would be "empowering chant" in which the looter starts a chant which while channeled, makes up to 5 allied targets invulnerable. Elite skill - this would be a melee knock down skill (similar to headbutt) in which the looter knocks down an enemy target and in a manner similar to the thieves guild, summons other looter to beat on the knocked down target until the knock down is stun broken or expires.

     

    The elite skill would look visually similar to this

  7. If you want to change the meta in a way they wont just blow up the whole thing you need to understand they meta. With that being said i have watched the anet dev stream and when i watch them get 3v1ed by some keke dude on red bl i can tell you these dudes dont understand the game. Ill be interested to see if you can prove me wrong and bring the powercreep to a good level but it isnt all just as easy as nerfing something because it is strong.

  8. This patch was clearly made for wvw staff thief cause no one in pvp even uses staff. But the problem that they are nerfing all the wrong things about staff thief. Why are they over here nerfing steal to dirt when daggerstorm still exists? the problem with staff thief in wvw is you can charge into a situation where you should by all means be dead, and then go and pop daggerstorm and get out for free. daggerstorm is skilless trash and needs to get nuked. meanwhile they need to buff s/d and dd damage (not through the cs line) and then i think thief would be where it needs to be.

  9. > @"Xenji.4907" said:

    > > @"MindWipe.3028" said:

    > > the only change they actually made here today was the steal being 600 range now. the class will still play exactly the same. these changes are all fluff so they could sneak in the steal nerf. also why is daggerstorm untouched for the 3rd patch in a row?

    >

    > Relax. Yes 600 is harsh but "still play exactly the same"? Are you serious? More damage, More Hp, and more weakness up time? Yeah it's the same...

     

    you dont get more damage, look at where the traits are going to be located. it is going to be almost the same in the end. and yeah you get the weakness which is good but in the end it is minor. this is not going to change the way dd is played it is just going to slightly adjust it. other than the steal change of course...

  10. the only change they actually made here today was the steal being 600 range now. the class will still play exactly the same. these changes are all fluff so they could sneak in the steal nerf. also why is daggerstorm untouched for the 3rd patch in a row?

  11. before the last patch i personally knew of two solid thief builds, d/p daredevil, and i less know build which was a perma quickness build for deadeye. well the perma quickness build has been destroyed by the acro steal recharge nerf which leaves me with d/p. Does anyone know of any other good 1v1 builds for thief? i already tried the new deadeye "buffs" and i have found them all to be completely useless.

  12. > @"kash.9213" said:

    > > @"MindWipe.3028" said:

    > > > @"kash.9213" said:

    > > > > @"MindWipe.3028" said:

    > > > > i run something like that in pvp dueling sometimes. It is good for one maybe two fights but it is at it's core a one trick gimmick and once they get used to it you wont take another round off them. sad to say most thief builds are of the same nature nowdays...

    > > >

    > > > What's your go-to deadeye build? The op's build seems pretty close to what a standard build should be, nothing crazy, mostly practical. You mentioned in another thread about all the one trick gimmick builds but what's the base standard while leaving one trait line for changing elites?

    > >

    > > i seem to be incapable of understanding the last line for some reason but the builds i run while dueling depends on what i am fighting. old acro s/d is the most balanced build even after the nerf and is what i like to run vs thieves and power shatter mesmers, pretty much the thing that cant out heal your wet noodle damage. While fighting things like war, ranger, engi, the things that can out heal you, thief in it's current state can really only fall back on one trick builds that burst 20k when you land it, and i am talking deadeye quickness spam, pistol whip, p/p if you really dont feel like playing the game, and rifle, things like that. but rifle is very clumsy with the kneel cast time. i personally think pistol whip is the best all around if you have to run something like that. But to tell you the truth they are all very one dimensional and when dueling a real deal player they will figure it out in a few fights.

    >

    > That all makes sense. It seemed like you were trashing the "gimmicky" builds but I guess it's just frustrating that a lot of our builds kind of have to be a gimmicky answer to the the current state of the game with some classes, but those builds only have so much traction.

     

    yeah man i am a thief main too. really what i was trying to point out is that in thieves current state is a lot of one tricks which are easy to adapt to which makes thief in a dueling context pretty low tier.

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