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saerni.2584

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Everything posted by saerni.2584

  1. > @"vardeleanu.8972" said: > I'd rather see scorpion wire work with trickster reduced recharge, as even if the projectile itself is it unreliable, the skill usually hits since no one expects the scorpion wire. > But I'm just going to say gl hf getting someone from anet to read forums and change the game acording to what people want. There are bugs as old as the game still not fixed. Anet has implemented multiple suggestions in the past. It's not that they don't listen it's that people make suggestions that 1) ignore Anet's design direction based on their previous patches, 2) don't provide concrete suggestions, 3) provide wildly unrealistic suggestions that require a major work of the entire game, 4) provide suggestions without justifying why they make sense or how they fit into the overall balance. I highly recommend that people make suggestions. I also highly recommend they take the time to provide more than "I don't think the design is good." That's not helpful and doesn't have a high likelihood of making it into the game.
  2. > @"GewRoo.4172" said: > > @"saerni.2584" said: > > Hi all, looking for some feedback from the community about where thief could use some buffs or nerfs. We've been in a fairly stable spot overall recently. SA got nerfed somewhat in sPvP but the trend has been towards Anet treating thief as relatively balanced in the current meta. > > > > So, what is underperforming? What is over-performing? What could use a tweak in mechanics? I'll summarize people's thoughts and make some suggestions of my own. > > > Thief here. > > 1. Shadow Arts needs further attention. Concealing Restoration and Meld with Shadows need a rework. The idea behind these traits is just busted in the context of wvw/spvp. Hidden Thief is fine in my opinion. > 2. Acrobatics needs a rework. Instant Reflexes and Hard to Catch are (rightfully) disabled or useless at the moment. Problem is, this resulted in the whole specialization just being unplayable. Rework these traits but **do not consider giving me more evades**. Be creative, please. I do not mind if ANet even kills Shadow Arts if I am able to play a viable yet reasonable version of Acrobatics again. > 3. Daredevil's Physical skills are a very cool theme and the implemention isn't even bad but dmg/utility wise they are far too weak to be a considerable option in spvp and wvw (except Bandit's Defense and Impact Strike). > 4. The concept of "without offhand" did not even take form in the game. They are just data. Rework and/or buff in every area needed. > 5. There are some useless and underperforming skills but I do not mind them personally. While Devourer Venom may find its niche, Ice Drake Venom and Caltrops are just memes. > > Edit: Spelling Please feel free to make suggestions on how to replace or upgrade specific skills. I'm not sure why Meld with Shadows is broken for example, since it's been in the game since the beginning. You need more explanation of the "problem" you are "solving." Concealing Restoration was also nerfed recently. So I guess my question is "how are these overpowered" and "what would you rework SA to be" given that you also want unspecified buffs to Acro (and suggest trading SA for Acro as though it should be sacrificed one for the other. But it's hard to judge if the sacrifice you suggest would be worth it because you didn't provide concrete suggestions for either SA or Acro. You are right on caltrops not being used. But the question is why and what to buff it with. Are we asking for more bleed or a longer field duration? Should ice venom be longer lasting but remain fewer charges? These are the kinds of concrete suggestions I'd encourage everyone to be making.
  3. > @"Fueki.4753" said: > Scorpion Wire is fine. It doesn't need a change. > It has two charges, so just throw a second wire, if the first one is dodged. > > Dancing Dagger applies Torment and Cripple and bounces of to three times. > I don't think it needs to be faster. > Making it unblockable when it's a combo finisher might be a nice change though. > > Rending Shade should just remove three boons instead and not apply Fear. > There already is too much CC anyway. > But Stealth Attacks, which have no reasonable counterplay, and related shouldn't be buffed too much. Both Wire and Dagger are decent skills but fail in certain cases due to distance and the issues that non-homing projectiles have in the game code. I think of these as more quality of life changes than buffs because a ranged skill should be usable at range. RS could alternatively just be 3 boons and no fear. I'll add that to the OP.
  4. > @"Zape.2094" said: > Hello! > > I just joined the game recently and found love for WvW really quickly. With that being said I mostly enjoy scouting and roaming, and since my revenant (berserker power herald) doesnt seem to be very good at this, I've decided to find an alternative. :) > > What I am mostly interested in, is finding a class (and build) that can very easily flip camps alone, perhaps even solo a tower lord, and that can hold its ground in 1v1 fights and small scale skirmishes. I generally prefer tankier classes, since I am a newcomer and it seems like I have more room for error there. > > The classes / builds I was considering are next (I'd appreciate any reviews of these builds since Im not 100% sure if they are even what I want): > > P/D condi thief > > Mesmer (no idea what build yet, I just thought itd be nice to have the portal utility to sneak inside an objective before the enemy caps it) > > Longbow ranger (I love the idea of having 1500 range, but Im not sure if theres any viable builds for this that could also flip over camps solo? I seem to get melted way too fest on my berserker revenant to be able to solocap) > > Warrior (I know the shoutbreaker build is super popular, but thats only for zergs right? Is there any roaming builds for this?) > > Guardian (again, Im not sure if they are good in soloplay or small scale fights, but I really like the shout builds for zergs!). > > > > If you have any reviews or insight on the above, or even any other recommendations itd be insanely helpful! > > > NA or Europe? Also, what server? Add me in game regardless and I can provide some thief specific advice if you'd like.
  5. A couple of options exist in WvW: 1) Find a tag 2) Be the tag 3) Offensive roaming 4) Defensive roaming --- For running a tag: 1) Pug group w/o discord 2) Pug group w/ discord 3) Guild group w/ discord As you might guess, having a voice chat helps a lot. Two big strategies, sustain vs damage. Builds for this tend to be glassy or reliant on organized groups with lots of sustain. Both will rely on staying mobile and dropping lots of aoe on an enemy force and keeping out of their aoes. The sustain vs damage choice is often about numbers. Sustain is safer for larger uncoordinated groups and some small scale coordinated fights vs unorganized players. Smaller groups fighting larger groups tend to lean damage because they can never secure kills against larger groups otherwise (the sustain snowball of more players is pretty hard to overcome with a lot fewer players). Larger scale tends to be about taking or defending objectives while killing lots of enemy players. It's more dependent on the commander than anything else. The tag may not be an experienced commander or may be well known and have a group that logs in with them on set times/days to play. There won't always be a tag on a map so that's why I put "be the tag" as an option. For offensive/defensive roaming: 1) Attacking camps 2) Defending camps 3) Escorting yaks 4) Scouting towers/keeps 5) Killing enemy roamers 6) Killing enemy reinforcements 7) Havoc (small scale taking towers or pushing into keeps to distract and divide enemy forces). Your build should have mobility/sustain and enough damage to secure kills. Even better if you can 1vX, but don't be afraid to stick to other small scale roamers. If you are constantly dying 1v4 you should probably change locations or tactics. It's not a fair game mode at the 40v20 scale or the 5v2 scale. Running with a few other players can cover your weaknesses and let you run support specs in roaming, if you like playing those kinds of builds.
  6. > @"Sleepwalker.1398" said: > I think Ranger use is sort of declining and there is an increase in thief. > Come across so many duo of thief/mes or thief/rev and as soon as mes or rev dies, thief just runs away. Thief usually does well in a duo with something sturdy to help it be able to stay in the fight. It runs because once the ally is down it will be focused and die. Thief is usually slippery enough that you are better off in XvX focusing targets you can consistently pressure, then aoe the down to secure a kill and avoid a stealth res. Then attack the thief if they are still around. Alternatively, you can try to hit the thief with cc during the fight to get them to burn a stun break or two. If they stay in the fight you may be able to briefly focus them down first. It's basically just another version of "watch your cool downs and don't spam into evade spam."
  7. > @"Haildam.3712" said: > > @"Psycoprophet.8107" said: > > Why would u leave thief, have u not been paying attention to all the threads about how OP thief is, ur maining the most powerful,highest damage class that never dies that can simply poof invisible permanently without the use of any resources. Why leave the best duelist, side noder and +1 class in the game? > > Risk risk such a silly question. > > It seems little ironic =) > > Anyway, a little update, I'm trying to stay focus with my S/D build (I tried some little variants). Dodging and evading attacks I can see I can survive some more (but I can win almost 10% of 1vs1 duels). Another question, in other mmo there was the chance to duel 1 vs 1 even in a city (starting a "session" of duel between two pg). Here sometimes I'm going in the free pvp arena but it's a mess, it's difficult to have a single 1 vs 1 between two player, is it possible to sparring with someone without other people messing around ? > > Thanks again to everyone! For sPvP you can try to find an empty server or a duel server to fight on. For WvW you need to be on opposing teams if you are fighting in the normal maps. Or you can fight in Armistice Bastion if you purchase a pass (gemstone content, comes with amenities besides ability to fight other players). SPvP and wvw balance are different. So if you fight in a guild hall it can be very unbalanced due to PvE skills being used. WvW is PvE stats but closer to PvP skills in terms of relative balance (but even there the sPvP skills may have differences from the WvW versions. If you want practice, assuming you are on the North American servers, I'm always willing if you add me in game. Just message me when I'm online.
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