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kash.9213

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Everything posted by kash.9213

  1. > @"Touchme.1097" said: > I have had issues with DJ being cancelled or unable to land due to target obstruction. These are certainly things that need to be fixed. I was unable to do any damage on the portals spawning during the dragon boss in Drizzlewood Coast's meta event, today. It happens on other targets that get obstructed for no reason and I am unable to do any damage forcing me to swap to melee weapons. I would like Kneel to turn into Crouch where you could still move but slowly so you can position. While in Crouch there could be a laser site that would basically just be a flattened target border the length of max range so we could see where terrain or invisible structure would cut us off.
  2. > @"kamikharzeeh.8016" said: > that isn't a group composition lol. it's what smallfolk that still even cares to defend outer objectives like camps. it's rather questionable that roamerpacks exist in these days. you guys only look for the cheap ganks, and then argument "uh but u could run a full roamergroup on spvp sets, so we cannot gank you".... imagine if NPC damage was buffed to constant supervior-invuln power. you thief people would be the first to make twenty raging cry-postings, since u cannot sustain that :P What do you mean "you guys"? I build to handle stuff I'll run into and I also build to cover people, groups, and squads. I don't "roam" even when I'm traveling alone most of the time. If you're calling them new players then they'll bite it to any class. I wouldn't bother with the forums for your imagined NPC, I'd figure out a build to work around it. People don't build for thieves because they're supposed to be a non meta class and aren't important but thieves tend to build for whatever they're doing so they don't get exploded.
  3. > @"NorthernRedStar.3054" said: > > @"kash.9213" said: > > > @"knite.1542" said: > > > I hate this: > > > Infiltrator's Arrow: Increased initiative cost from 6 to 8 in PvP and WvW. > > > > It would be nice if they could move that blind then to something less expensive. Or they could decrees the cost of other skills to let us do more in between trying to not get exploded in seconds. > > I got told thief should 'stick and die, or win'. I feel like these changes are close to being made with that 'idea' in mind. The devs clearly took to heart when people complained about the essence of thief's playstyle: active evasion tools. Because let's be honest; pretty much every defensive skill and trait in thief's arsenal is proactive and not a passive. And the sad thing is that will only force someone like me to start playing the way they don't like. No way I'm going broke from Initiative cost and having my resources tampered with while trying to hang around and take a hit, I'd put everything into a nasty stealth bomb them bug out for the most egregious resets
  4. Death's Retreat will probably be next and cost all initiative plus put you in dept and roots you for the next attack.
  5. > @"knite.1542" said: > I hate this: > Infiltrator's Arrow: Increased initiative cost from 6 to 8 in PvP and WvW. It would be nice if they could move that blind then to something less expensive. Or they could decrees the cost of other skills to let us do more in between trying to not get exploded in seconds.
  6. > @"kamikharzeeh.8016" said: > @"kash.9213" see, on our server at least you don't have full pros. maybe yours is different there... > > but let's say NC, show me how you effectively chase the thief kents with let us say five to eight people. > > yeah if that is also roamerbuilds/ spvp ones, it works likely. but the "i play for fun", roleplayer, dailies doer, doesn't have any option to effectively fight a thief and rather rally them worst case. you rather have to take care that the other ppl just don't completely sleep, since one single thief can down a target really fast, and another one can finish it etc. I'm not seeing how anything in your scenario doesn't make sense though, it kind of sounds like nature running it's course. That group should think about hanging out in structures or having better security if they're going to hang around outside.
  7. > @"kamikharzeeh.8016" said: > systematic abuse SA still exists, and has a recruit guild even named lion, other than that there's some guild named "ninja asura club", but been some months since we had them in a matchup. saw others as well, but yeah, i don't think most are dedicated thief guilds. thiefs just enable them to stealth pretty long, surely it often is more than only thiefs. > > the last thing i'd care in a matchup with WSR would be their thieves tho lol. their zergs are amongst the best existing, who cares in that case about the 10-15 leecher thieves that every single server existing has. > > also, for three thieves u need yet like 12+ people to effectively chase and kill them down., outside of objectives at least. That's twelve people who made build choices that made their numbers meaningless. Are you saying no one pulled even one of those thieves in your story for a couple of others to capitalize on? And what was their group composition that lets three thieves out buff and support twelve people, in your story?
  8. Follow a blob around in WvW for awhile and watch all around at different classes go in and out of stealth. Eventually you'll feel where a type of build is going to be close by or in your peripheral. Your eye will get used to catching that blurry split second of coming out of stealth even when they're off to the side on the horizon where you're not focusing. I know resource pools can get tight but sometimes I'll swing a Cloak and Dagger where I feel them at and when it connects I can sometimes land Tactical Strike real quick. It might help if you have any residual control you can make them carry into stealth to pop them with. Sometimes I can pop someone out with a DE stolen skill loaded with Basilik Venom or I can tag them up and wait to see the numbers pop where they ran to their group. If you're in spvp they're on as tight a script as you are and I'd just do what Armen said and make them play the points and that was a good break down of builds you'll probably see.
  9. We use the same gear in WvW and it doesn't feel bad at all to me even when I knock out story stuff, is it really that bad? I handle crowds mostly with absorption and draining sigils with Rending Shade and Premeditation kind of helps keep up pressure plus I can pick up Collateral Damage in pve. I'm sorry I don't know anything about Fractals, that Snowcrow rifle build looks like it should make sense for what you're doing. It looks like it has a heavy surface hitting feel to it though and I'd probably get frustrated and switch to Rending Shade or maybe Cloaked in Shadow and slot some blinds before I get voted out.
  10. Squad meta doesn't matter to me on the other end as much as how well they can move together or recover if I dismantle one of their systems. What also matters is how scrambled or alert my side will be and how hard it might be to cover people. Whatever meta or rollout your squad is running around with, size up your people and decide how well you can recover and walk back out of something or flip the fight if the other side has dragged your front just a few feet out of our prepped area to not have full support but be within range for them to over cast then plow through your front and scramble your mid and rear. Us useless thieves and rangers who didn't fall for that shit and lived get tired of seeing that play out even in 2020.
  11. That's a tough balancing act. It's great crowd control and the interrupts can rip boons and steal life if you're slotted with it for being at a less risky distance. But then you have to work to clear away their boons so it's still work.
  12. 600 isn't bad. Between stats, traits, and equipment slots you can mitigate enough to Steal and hang around a bit and your fully equipped to scramble out. Plus it's unblockable.
  13. I'd like Rending Shade to stay how it is. I like taking full stacks when it hits one and corrupting them wouldn't leave me any for Premeditation. I also like the fear which can give me interrupt boon steal and healing when I slot for those, even if it's not under great stipulation. I don't know if Binding Shadow is still a thing for anyone but I feel like that would be fine with just Immob or preferably the Knockdown and boon steal. That poison and especially Vuln is heavy and the Kockdown can be another interrupt for stuff to trigger off of so either that or Immob, not both. But I don't see it around much anymore so probably not a big deal. Pathing is killer in places at least in WvW, especially were there are destructible structures like walls but also some small curb rises in places like SM but in open world also where nothing that ports or needs the space or length to work in. Either those locations need to be worked on or thief port or pathing skills need to be looked at.
  14. > @"Vlad Morbius.1759" said: > > @"Caedmon.6798" said: > > Get a thief in your own group and stop complaining. They have Obv the same amount of mobi and can chase the thief off annoying your "blob". If yall continue to only rely on having guards/revs/eles/warris in your group then its on you. If you complain about that One thief singling out straggler,maybe get a thief on your own insted of asking for nerfs. > > > > You also have a throwable stealth trap + another stealthtrap avaiable Ontop of the normal counter reveals,aoe spamm and projectiles that follow through stealth and being able to rotate 100% projectile destroy/reflect. You people dont want a "counter",you want More counter because you lack the ability to deal with them with what you have available already. > > > > In other words,youre only as good as the amount of people you have behind you. > > As a roamer everything you've just said means little. I don't play in zergs, that's where people who don't know how to pvp or WvW roam go to hide their shame! As far as playing a thief, thanks but i don't do chicken kitten builds either so try again. Either way nothing is balanced properly if you need to carry traps in order to engage or to fight. Like i said at the beginning thief isn't the only problem invisibility and how it paired to other skills is what makes it OP and the skill itself is becoming too common in class builds, so that is the really problem. No one should need traps. He suggested You may find them useful, against chicken shit builds.
  15. "Stay off of the wall". A few moments later, "wall's too hot, can't get to you".
  16. > @"Fat Disgrace.4275" said: > > @"kash.9213" said: > > > @"Hannelore.8153" said: > > > I run Diviner's gear with Pack runes, since its the only set that gives you good criticals without losing Power. > > > > > > But someone might ask "Why Boon Duration in WvW?", because Thief is one of the few classes who benefit from it there, since its really hard for enemies to steal, corrupt or otherwise remove boons while you're in stealth. > > > > Plus some boon steal sources take the whole stack like Larcenous Strike and Rending Shade which is nice with better duration, especially with bonus damage per a boon on Premeditation trait. Not much reason to steal much though since you have to use them while they're up but it's nice if you need to load up on resistance, protection, whatever to stealth up real quick and scramble out of a zerg and their circles. > > Asked a few people about boon duration builds and they all say it seems a waste of stats. Not really tried boon duration build in a long time now I don't worry about the duration that much, usually the base few seconds is enough to get off what I'm trying to do, and I keep lining them up anyway. Still, even just some duration increase can make feeding that line more of a background thing I'm doing and less worrying about it.
  17. > @"Lithril Ashwalker.6230" said: > Scorpion Wire needs to have a velocity increase to match Dragonhunter spear throw, its way too slow. It is pretty slow but you get used to reading peoples body language to know if their feet targeting circle will be in the right spot, with no terrain or objects between or on the correct side of a wall ledge, long enough to connect and pull. It's fast enough for a quick interrupt up close though.
  18. > @"subversiontwo.7501" said: > First off, paragraphs my friend, they are your friends. > > Secondly, this is the WvW forum. If you are wondering about player housing in general there has been quite alot of buzz about that so it actually isn't too far fetched to assume that it may be looked into right now and could possibly be apart of the expansion. > > If you meant some sort of implementation of more permanent ownership of structures in WvW and actually found the right forum for your thoughts, then yes, that too is possible if ArenaNet was to give WvW more than an afterthought and realized that they could leverage the procedural-generation type of maps and **megaserving as seen in PvE** and then just flip the structure invulnurability mechanics in WvW to create windows and timers and get content/mode type of gameplay like that of WoT, EVE or the upcomming siege mode for NW. The tech is here for it, it just isn't being leveraged to create something in WvW due to the ever looming lack of attention and vision. I'm a broken record but they should open an open world pvp version of the megaserver. Guilds can claim a lot of structures which could effect crops and node collection or something and could form alliances to defend and capture. There could even be yak supply lines that roamers could hit up or escort. It would probably be a mess but it would be something to mess around in seeing as how I've given up waiting in line on like the last three reset nights. Plus I really like the aesthetic and music from a lot of the story and expansion stuff that WvW is mostly cut off from for some reason and the megaserver has no sort of npc announcements or world object interaction that tells anything about WvW mode. That last story map kinda makes a connection but I still feel cut off from the rest of the game most of the time.
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