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Where deadeye need to be fixed.


Taobella.6597

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Weapon

Death retreat should be 3 Initiative ( thief need a core leap finisher that semi spam-able even a 2 second CD is acceptable on this skill)

 

Utility

Shadow Flare need to be lower CD or be a stun break( i would change it to 40 second CD on a 2 cast Ammo system effectively 20 second CD)

Binding Shadow this skill is worse then ambush trap i never thought was possible. ( should apply +1 stack of poison every stack of malice. an should use Ammo system with 10 second ammo CD and 40 second recharge CD)

 

Fundamental change. mark should be placed on your target as a debuff an should allow allies to gain bonus of malice damage scale. an second change should be to be allow to mark more then 1 target at a time.

^ change would cause if you have 2 or 3 target mark you lose all mark target after your malice go above 5.

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> @Taobella.6597 said:

> Fundamental change. mark should be placed on your target as a debuff an should allow allies to gain bonus of malice damage scale. an second change should be to be allow to mark more then 1 target at a time.

> ^ change would cause if you have 2 or 3 target mark you lose all mark target after your malice go above 5.

 

No.... no to this. As it stands Malice gives you a 15-21% damage bonus on any weapon type on ANY target you hit as long as you have the malice stacks, **even if that target is not your marked one.** While having Malice be an enemy debuff instead of a player buff would allow group utility on bosses, you would lose the only real benefit to AoE that Deadeye even gives to thief.

 

Edit: not only that, but then how do you balance it in large group scenarios such as world bosses? If it is an enemy debuff rather than a player buff, all 150 players fighting teq will do that 15-21% extra damage. Everyone in the zerg in WvW will just completely own whomever is being targeted by a single deadeye...

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> @Sojourner.4621 said:

>As it stands Malice gives you a 15-21% damage bonus on any weapon type on ANY target you hit as long as you have the malice stacks, **even if that target is not your marked one.** While having Malice be an enemy debuff instead of a player buff would allow group utility on bosses, you would lose the only real benefit to AoE that Deadeye even gives to thief.

>

 

Well, this is interesting. Judging by the definition of malice, it's currently bugged and does TOO much. I'm guessing no one has pointed this out because the class is already in the gutter, but malice is supposed to only increase your damage to that target; per the definition of the Malice debuff.

 

 

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> @"BoX Legend.4027" said:

> > @Sojourner.4621 said:

> >As it stands Malice gives you a 15-21% damage bonus on any weapon type on ANY target you hit as long as you have the malice stacks, **even if that target is not your marked one.** While having Malice be an enemy debuff instead of a player buff would allow group utility on bosses, you would lose the only real benefit to AoE that Deadeye even gives to thief.

> >

>

> Well, this is interesting. Judging by the definition of malice, it's currently bugged and does TOO much. I'm guessing no one has pointed this out because the class is already in the gutter, but malice is supposed to only increase your damage to that target; per the definition of the Malice debuff.

>

>

 

Oh shit you are right... QUIET EVERYONE! They are quick to nerf and slow to buff (fix).

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