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bennypig.6428

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Posts posted by bennypig.6428

  1. Those ppl are just so bad at this game they didnt know steal already 100% go thru agies and stab and 100% interrupt with trickery which is mandatory for all build before they said unblockable steal gives us enough advantages. Lmao, l2p first.

  2. > @"Curunen.8729" said:

    > > @"Dawdler.8521" said:

    > > > @"Daishi.6027" said:

    > > > Biggest disappointment for me is 35 on Illusionary Ambush, like lol okay. Just drop 15 seconds on it I guess, were people having that much trouble finding the real one? I guess they didn't like people taking that instead of portal.

    > > The stupidest thing is that overall and compared to a targeted blink or the "high" 25s cd skills, its randomness was weighed up by its low cd. You could end up anywhere, teleporting into walls instead of on top or end up facing the wrong direction or inside zergs, but it was worth the chance. At 35s cd, its feels pointless to consider taking.

    >

    > Yeah absolutely - sometimes it doesn't move you much at all which is a problem if using it to avoid a melee cleave. Nevermind that it is also fairly weak without 3 clones out.

    >

    > I see IA as the equivalent of Steal, however by itself IA is pretty harmless as an offensive tool (aside from gs ambush which hits immediately) and requires follow up of some other movement and shatter combo to do anything. Defensively it still has a rng chance to kitten up with bad placement.

    >

    > Sure I was expecting it to go to 25/30s. But 35s? Lol why when you can take signet of midnight at 30s. And I guess the mc on it is also going to be 0.75s?

     

    IA is not only a blink. It comes with very strong utilities. Evade, break target, and ambush skill gained by the player and clones. You said that it is not so good as a gap closer, but with power build it can be comboed with sword ambush or gs ambush. With condi build you can follow it by axe 3, or scepter 3, or jaunt. How is it useless as a gap closer?

    For example, roll for initiative(meta utility for S/D thief) gives evade, initiative point and stunbreak has a CD of 40s. I guess you condi mirage main have to actually learn to see enemy animation to dodge, decide what to dodge, time your skill, but not just rotate your CD. Just like me as a thief main, if i miss one steal to mirage in duel on a point, i lose. Do you condi mirage have the same problem? Now i would say it condi mirage now actually requires more skill to use but still very strong. Spamming skill is not a winning strat now.

  3. > @"Curunen.8729" said:

    > Why has the superspeed from Speed of Sand also been reduced? Isn't it now likely to be shorter distance than normal dodge (on phone, don't have numbers and can't remember pof beta properly)?

    >

    > Why has EM (both of them) not been looked at, especially considering contextual exhaustion duration changes on UC?

    >

    > Can we have our vigour and jaunts back with this?

    >

    > Axe 2 is going to be indirectly shown up with not being able to cover much of the animation with dodge.

    >

    > Overall if MC is going back to 0.75s there needs to be a serious look at the cumulative effect other past nerfs will have given some of them (such as vigour uptime) will no longer have been an issue.

     

    FYI, forward move distant with superspeed under 0.75s is 300, which is exactly the same as a dodge roll, while strafing moves 270.

     

    Being able to cover your channel skill with dodge that prevent being interrupted is very powerful. Why do you think that it is normal that it should be able to cover a long channeling skill which would be easily interrupted if it is used by other profession? Waiting for the right moment to use a skill is healthy for the game. Just spamming it without a chance to be interrupted is not. Not to mention that you also gain ambush skill after you cover a skill with dodge.

  4. Those nerf are ok and resonable. But there are some more overperforming thing to nerf.

    1. Evasive mirror - activates only on dodges that cost endurance, or put ICD on it.

    2. Scepter 3 has ridiculous power damage even on a condi build. Nerf the dmg by at least 30%

    3. CD on Scepter 2 is too low (6s) for the 5 stacks 8s torment inflicted + 2 clones generated. Either increase the CD in line with sword 4 block or lower the torment inflicted.

    4. The problem of axe 3 is not only the dmg but also the utilities it brings. I would say ~2-3s increase in CD is needed.

  5. I would say holo and boonbeast are much more broken than mirage that need to be nerfed. Be clear that I do agree mirage is overtuned in some aspects. But in this forum most of the complain to mirage come from those with very low skill level who even cant spot the real mesmer from the clones.

    Seriously holo and boonbeast are the ones who should be nerfed first rather than mirage.

  6. > @"babazhook.6805" said:

    > It just might be nothing more than the timing on casts. Binding shadows is a 3/4 second cast. Deadeyes mark is 1/2 second. Lower Binding shadows to .5 seconds and its damage should force a reveal before the sequence outlined can be performed.

     

    The cast time and the delay before knockdown is separate. After you cast the skill (.75s), a delay counts before it hits. However what I am not sure is whether the evade frame is in the end of the cast time of skill or the actual knockdown part. If the evade frame is in the end of cast time but not the actual skill part, it is so OP that you are impossible to dodge the whole combo unless you dodge randomly XD.

  7. For who don't know what this skill is,

    this is a skill that can knock you down for 3s + immob for 2s + apply 15 stacks of vul + remove 2 boons.

    In normal situation it has a very obvious tell, also it requires target being marked to knockdown, which make this skill easy to dodge.

    But this skill is absolutely broken when paired with rifle.

     

    This is normally used by this combo: go stealth -> binding shadow -> mark (+ get quickness) -> DJ. The trick here is that the delay can allow the mark can be cast AFTER binding shadow is cast, that the knockdown can be effective. The delay of knockdown of this skill is almost perfectly line up with the DJ. For the poor opponent, all you can see before the DJ + binding shadow hit you together is the deadeye mark before the DJ under quickness hits you. There is only 0.33s for you to dodge this combo, which gives you death judgement, knockdown, immob, 15 vul (15% dmg increase) + 5 boons removed (if trickery is used) if you failed to dodge within this 0.33s. Also 3 round burst coming for you if you didn't die.

     

    If you think you have stability, sorry 5 boons are removed under this combo. If you think one stunbreak is good enough to dodge the upcoming 3 round burst, sorry there is also 2s of immob.

     

    This is a very very strong skill once you're hit by this when marked. It is a very strong reason for it to have tell even it is cast under stealth. I think the developer has thought of that so the knockdown effect is only done if you are marked so that the opponent can be aware. But the trick part is the skill can be cast BEFORE the mark is applied and this skill gives completely no tell under stealth.

     

    There should be change to this skill. I am in plat and I can see too many people get one-shot by this combo which gives you only 0.33s to react.

     

    One change should be the skill effect should be seen even the skill is cast under stealth.

    Second should be the DE mark has to be applied BEFORE binding shadow is cast for knockdown being effective.

  8. > @"babazhook.6805" said:

    > The new Runes of the Eagle are very competitive with Runes of the Scholar in a power build. While you lose out on power it made up for with 10 percent more damage after enemy at 50 percent health, and he Ferocity the same. Burst damage should be higher then Scholar when the 6 bonus active.

    >

    > One question if any know the answer and this on the "when you kill a foe" type rune. Does anyone know if this means that the person wearing such runes must make the kill for the bonus or did that person only have to participate in the kill?

     

    I also think eagle rune could be handy but i think spiking enemy from full health is more important than finishing low health ones. I guess rune of speed can be useful that S/D thief can be able to stick to their target and AA more easily.

  9. Srsly you are lacking skills. You seemed to be unable to instantly spot the real target and target him, you even used the headbutt on an obvious illusion, also not to mention you are not using a meta build against a meta build.

     

    I as a thief have completely no problem on spotting the real target and can land my steal everytime accurately on the correct target.

  10. Shadow arts give you nothing besides sustain. As a result it is useless in spvp because sustain of yourself is useless if you are not contesting the point. Besides deadeye can make use of it because it can provide more stealth for stealth attacks and more surprised shots.

    Acro is better for S/D because it can recharge steal and has a great synergy with it. However in other weapon set, Daredevil really outshines acro.

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