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Member Since 20 May 2012
Offline Last Active Jan 18 2013 06:44 AM

#2136125 Why no exotic culturals?

Posted kaldemeo on 06 January 2013 - 12:08 AM

Tran$mutation stones

#2128449 Class Balance Philosophies

Posted Aneu on 26 December 2012 - 01:08 PM

Simple fix to stealth. Any damage recieved by a thief means their stealth breaks. If they have a dot on them when they go into stealth, if that dot ticks they break stealth, if they recieve fall damage, their stealth breaks, if they walk into an aoe and take damage, their stealth breaks.

Implement a 1s stealth debuff between stealths and double the init cost of heart seeker (or make it put a debuff on the thief which halfs their init regen for 5s stacks on duration) - job done.

#2128382 Class Balance Philosophies

Posted Red J on 26 December 2012 - 09:55 AM

View PostAnzuri, on 26 December 2012 - 05:02 AM, said:

The biggest issue that most have (and I share - never thought I'd ever say a class was OP) is stealth. Yes thieves have high burst at a cost of health and toughness but they can stealth. Poof and zoom around you and sta you in the back, or zoom a way, regen do a /wave then hit you again which is absolutely bs.

Thieves can be countered with aoesand ccs? Yes but only if you can hit them. Once they become invis they have so much mobility you have a ridiculously low chance of getting a aoe hit unless you have an interrupt like guardian shield 5 bubble. Same thing with ccs and conditions you (usually, some skills are the exception) have to land a hit for it to take effect, and then you have to take the thief down quickly or he will simply poof invis, run away heal and /wave. CCs and aoes are usually on the highest cooldowns (some classes have it worse than others) so with your very low chance to hit, if you do miss your usually dead. This is why it tends to take 2 or more to take down a thief.

Don't get me wrong I think it's great to have a stealth class, but in its current form I think the class benefits way too much. And the biggest culprit is how stealth works.


1) thieves come out of nowhere and hit you, and if they fail there are no consequences. Only if they hit you in stealth do they get a penalty. If they fail to kill you, poof disappear and come back again, and again, and again. They simply have too much stealth. I've been out of gaming for a while but have never seen a class that can stealth for this long.

2) You never know when you hit - you simply do not know when you have hit a thief as no numbers pop. Unless you are playing something such as a warrior with an adrenaline bar to monitor

3) There are no stealth breakers. This is the one that gets me the most. Almost every other cause and effect in the game has counters. Ying and Yang, except for stealth.

Damage is mitigated by protection, aegis and invuln which are usually short duration bursts and can have long cooldowns. Aegis is only a1 hit block, and protection can be removed by boon removers. Invuln is very short most classes having only 3-5 seconds with a very long cooldown on the skill.

CCs are mitigated by stun breakers, stability and condition removals, also usually on high cooldowns

Conditions are mitigated by condition removals

Stealth is mitigated by ??? Hit blindly into the air, run, sit there and pray. You could use invuln, aegis etc but using those usually have no effect on a thieves stealth (whereas on things like ccs and conditions they still go through their high cooldowns - especially if they are long duration ccs and conditions). Even if the thief hits you whilst invuln or using aegis, its gone very quick, and the thief only has a stealth handicap if it attacks whilst in stealth which most would be smarter not to do. And then you will be stuck as they will simply continue dancing around you and stealthing.

It beats me why there are no stealth mitigating skills / items similar to condition removals and invulns etc that have high cooldowns.

That imo is why most are annoyed at the mechanics of the thief class.

Hundred times this.

My suggestions:
- Make stealth end on attack, not successful hit.
- Introduce a stealth breaking skill and give it to ranger. Right now they are just cannon fodder. It would make them useful at least.
- Increase the duration of "revealed" to 4 seconds

#2128305 Class Balance Philosophies

Posted Nalano on 26 December 2012 - 05:40 AM

"But what is the thief contributing to the team?"

Little. I agree. In WvW especially they're an annoyance at best, because nobody flies solo in WvW and domination isn't governed by 1v1s on the open field.

That said, a better question is,

"But what is the thief contributing to the fun of the game?"

As it stands, this whole 1v1 skirmisher motif basically pigeon-holes the thief into a troll class. Annoy, escape, annoy, escape, annoy, escape, aggravate on a level outsize to one's actual battlefield effectiveness. They kinda remind me of people who camp as snipers in BF3. The only person more aggravated than you when you're picked off by a guy from half a mile away are that guy's teammates because they're down a man when they're making a push.

But that's pretty much always the case with rogue/assassin/thief archetypes in these sorts of games. I don't understand why developers make the same mistakes over and over: It's very hard to balance stealth when said stealth is relegated solely to one class. Every other ability is shared among multiple classes, rewarding people for countering them: They're generally useful. But then you must treat thieves as their own thing, separate from all else, and thieves must play differently, separate from all else. There is no anti-stealth mechanic, and even if there was, we'd all have to use them just to deal with one class specifically.

It's not unlike ranger/hunter/sniper archetypes where developers make the initial mistake of tying their damage with pet AI, knowing full well that AIs are dumber than a lump of jello and might as well be written off. It took Blizzard three years and Trion six months to discover that you're gimping the hunter class until pets can survive combat. God knows when they'll fix stealth classes.

#2128212 Class Balance Philosophies

Posted The Comfy Chair on 26 December 2012 - 01:01 AM

Did anyone else feel that they knew everything that the developer said because that's what the classes feels like to them anyway?

Well, they do to me :P

#2127664 Class Balance Philosophies

Posted Atticus on 25 December 2012 - 02:06 AM


Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game.

So this has convinced me that the Developers don't really play this game... at all. They also apparently don't listen to those of us who do, The fact that they think it's completely okay that thieves have the best resource system in the game, the best class ability (stealth), the highest burst, the most mobility and the most "oh shit" buttons and are still somehow "balanced" because they can be caught in aoe or are subject to condition damage is beyond inane. Honestly I have no idea why the Developers refuse to listen to the massive amount of negative feedback on how the class operates in spvp and wvw and go around patting each other on the back thinking they've achieved anything resembling balance in this class.

#2114888 Can we return to the old lore?

Posted white_migraine on 11 December 2012 - 06:32 PM

Maybe you should read some of the lore. Humans took ascalon from the charr first, they're not entirely innocent there. not to mention it was all legions of charr that retook ascalon, not just the flame legion; however, that's not really on topic. the point is, it's not bad lore at all, you just don't like it which is fine

#2114887 Can we return to the old lore?

Posted Gilles VI on 11 December 2012 - 06:30 PM

Oh so you don't like it means it's directly bad?

I for one find the GW2 stance on Charr much better than in GW1.
In GW1 they were just the bad guys, while in GW2 there are differences.
Charr are a society, where different people have different opinions.

What feels better?
1) A pure good/bad portrait like we had in GW1. Charr were evil that killed the good humans.


2) A more variable society, where some Charr are hostile to almost everything (flame legion), some only accept the peace treaty with the humans, and where some charr just live among other races.
This feels much more realistic/mature to me..

#2105040 DAS MDK Wv3 Video.

Posted DAS MDK on 02 December 2012 - 08:24 PM

Hi just having some fun in Wv3.

#2097327 WvW vid, GS/Rifle

Posted Sanny_ on 26 November 2012 - 10:18 PM

First gw2 vid. i tried to keep the sub 80’s out as much as possible.

i run gs/rifle

specs used in the video
20/20/0/0/30 – http://www.guildhead...FnmGG9MxVsVkcak
20/0/30/0/20 – http://www.guildhead...FnmG0x0GVsMRbca

im fully geared in glass cannon exotics and run divinity as my rune set.

reason why i deleted my ranger was due to the fact i like playing high ST burst rdps, the ranger just doesn’t offer it. warhammer i played a sorc, rift i was a mage, swtor i rocked a commando ect.. this is also the first mmo where im playing a primarily mdps as a main.

ranger was 350+h before deleted
warrior is currently 460+
total /age is over 960h

comment/like/sub/! and enjoy the vid.

#2097832 Chris Whiteside "Ask Me Anything" Highlights

Posted Coren on 27 November 2012 - 07:48 AM

I love the way he said that they knew what the backlash was going to be... And yet they still did it WITHOUT any explanations that could smooth the transition. Quite funny.

#2097324 Chris Whiteside "Ask Me Anything" Highlights

Posted Greibach on 26 November 2012 - 10:16 PM

It just seems to me like they aren't sure who to target for their metrics. If you look at the players that have 1000+ hours logged already, those who may have been farming non-stop or manipulating the markets, the costs of these ascended items are high, but not compared to the wealth they have. When you compare it to someone like myself, who has about 300 hours, they look awfully steep. When I see these statements about "wanting minimal grind" after introducing items with objectively superior stats that take 300 ecto + other mats to attain each, I have to imagine that they are panicking about the number of players that are rolling in money. In my opinion, this is a poor group to look at. Those who want to achieve vast wealth will always do so; you can't keep them at bay without enacting measures that cripple anyone else, so I don't believe that they should be looking to them for what they determine as the baseline. If they want content to be virtually unattainable for the vast majority of players, that's one thing, but their stated goals disagree with that. There is a disconnect somewhere.

#2108122 My thoughts: reasons to play or not to play GW2, after 2+ months.

Posted Coren on 05 December 2012 - 01:02 PM

View PostMouse1981, on 05 December 2012 - 12:52 PM, said:

My thoughts: a boring game. All the reason I need.

Every time I read a post like this, I always wonder why you stick around this forum to tell us you dislike the game. Your opinion won't change the minds of the ones who do like GW2. Wouldn't you rather hang around a forum for a game you DO like?

#2105614 warrior WvWvW with 2x axe?

Posted Ksielvin on 03 December 2012 - 10:21 AM

The main hand axe is quite viable. It has good melee dps that doesn't rely on cooldowns, nice cripple and a burst skill that is reasonably hard to dodge. You will have to sacrifice mobility or range however since you can only bring one of those in your secondary weapon set. I'd suggest a secondary greatsword or a sword+shield/warhorn set used for gap closing and getting out of bad fights.

Your fight plan with the axe will involve a lot of brawling. You can keep dishing out damage as long as you can get in range but you'll be taking a lot in return too. I'd suggest either Knight's Tough/pow/pre gear (with ruby jewels in the Knight trinkets) and lifesteal food+sigil, or more generic Power/vit/tou items with some crit and crit damage mixed in. (Starting with ruby or emerald jewels? Berserker boots+gloves+shoulders?) For traits you could try out 30/20/0/0/20, 30/0/0/10/30 (Leg Specialist) or 10/15/25/0/20 and adjust to your preference from there. The Arms traits that are common with greatsword focused builds are more optional here. Take Mobile Strikes.

Your utilities will need to help you land as many attacks as possible and also help you control the revive/finish situations a little. I'd look at Throw Bolas, Balanced Stance and "Fear Me!" initially. The fear might also work with cripple for landing hits. Frenzy and Endure Pain are still good but more optional than with greatsword builds. Shout builds might work but you'll rely heavily on out-playing your opponents to reach and stay in melee range. Bull's Charge could be combined with something else for sufficient cc duration.

The off-hand axe is harder to justify. Dual Strike adds handy Fury uptime in pve but is mainly some extra damage in pvp. Whirling Axe has utility for addrenaline building but the aoe is mainly useful against static targets like NPCs, downed/reviving/finishing players, door bashers, siege and siege users. Arguably having shield in your main set for on-demand interrupting and blocking, or off-hand mace for helping you land more damage, will be more powerful most of the time. Axe+mace is an extremely pleasant combination by the way, one that I have used in spvp. A former guildmate warrior was very addicted to axe+mace in WvW as well and he used that together with greatsword - though he had a greatsword trait build and used the weapons more evenly instead of focusing on the axe. The amazing off-hand mace knockdown would go well with Bull's Charge, and you can still have Shield Bash in secondary set too. But if your mind is set on the off-hand axe then definitely practice and make it work for you.

There you have it. The rest is learning the positioning and timing, knowing how and when to engage and withdraw, knowing what skill cooldowns you have to make enemies burn before using yours, and working out how to land your big moves on them. The usual. :)

#2101492 After playing GW2, I decided I'd prefer a sub fee over any cash shop

Posted PinCushion on 29 November 2012 - 07:22 PM

I agree, though...you could just voluntarily pay them $15/month for gems and convert them to gold.

I currently just give them $10/month because farming stuff is boring.  I don't play these games to grind gold, and since my job involves market/pricing work I really don't feel like coming home to do more of it in a game.  I sell my gems, take my 6-10g (depending on the day), and enjoy all the extra time I just bought to WvW or whatever.

I figure in 3-6 months I'll have my legendary, if I decide to craft it, without having to grind my face off for all the T6 mats.  Now, I'll have PAID A-Net about $60 bucks for this convenience.  In my opinion, it's worth it.

Edit: I don't mind this arrangement because it's a $5/mo savings over my other favorite MMO, and it's completely under my control when and if it happens.  I don't expect a good product to be free, but I enjoy the fact that I can skip as many months as I want without any loss of features or function.