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DeerHunter.4129

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  1. As you can read, its about the other builds available, what all other builds there are besides condition build for thiefs and if those are balanced or not
  2. With condition damage being crap thanks to lots of cleansing skills that can make some of classes nearly immune to conditions. What builds are left for thiefs that doesnt use condition damage ? Staff and Deadeye ? Staff main skill is missing 50% of it's damage due to a bug where that skill doesnt recognize that enemy player is in front of you and it goes through the enemy, missing most of the damage. And while Deadeye is quick, stealthy, does damage. Ppl in game are pointing out that whenever they play with Deadeye in their team, they tend to lose.. Deadeye has one major weakness, it cannot stop enemy from capturing a point, enemy can evade the shots while he caps, heal, shoot back, block and most of all be obscured by the vast amount of obstacles surrounding many of the capture points in many of the maps, some maps are so horrible they are clearly melee maps, whatever for long enough to cap the point and if Deadeye goes to stop him on the capture point, he finds himself in melee combat in which he cant beat anything at all. But its the only playable build left for me now that all condition builds are pure shit.
  3. I have played Condition dual dagger thief Daredevil, Condition Deadeye (not seen anyone else playing this but me), Condition Staff/Axe Mirage Mesmer. And its exactly same opponents that are immune to all of these 3 condition builds. I dont know their exact builds but Engineers, Elementalists, Guardians can be completely immune to my damage, also from my own experience Normal Deadeye can be almost immune to condition too as stealth removes conditions and Deadeye has a lot of stealth. When i play normal damage deadeye or staff daredevil forexample, i dont have similar problems, i can kill anything. Staff Daredevil main skill is bugged tho which makes is impossible to play. Lets put it this way: Against Condition damage, there is cleansing skills that can remove 5 conditions in instant or in short period of time = in other words those are skills that can block 15000 damage in an instantAgainst normal damage there is the block skill which can block single strike about 2000-4000 damage average ? But block can also block condition skill btw. So Condition builds have these superior opposite skills, but normal damage has much weaker opposite skills. Why are condition damage's cleansin skills so so so much more powerful than skills designed to block normal damage ? Why doesnt condition cleansing skills clean like 1-2 conditions and maybe have shorter cooldown.. why do they remove like 5 in short time.
  4. Its possible to be 90% resistant against player who has chosen condition gear and build, but not possible to be 90% resistant to normal damage geared player. Therefore Condition geared builds in PvP do face enemies they cant kill in any way even if they try 10 minutes in a duel. But Normal damage builds/gear doesnt have similar opponents that would be 90% resistant to their damage.. I understand its important to have skills against conditions, but for some classes those are so powerful they are completely impossible to kill if you choose condition build for any of your characters. Think if some would be immune to normal damage, why isnt that implemented too if its possible to be immune to condition damage ?
  5. Finding your target with tabulator in that situation is impossible. Also premade groups vs random ppl kinda destroys all the fun in PvP I rather play something else. And FYI i mean it both ways around.. being in the premade group owning randoms is boring too.
  6. My point being, staff would be functional design even on offensive gameplay... but it requires teleport skills or pulling your enemy to you... and fixing this issue.. i mean what the fuck, i miss over 50% or my main damage skill due to how the skill works, there is nothing player can do about it, what kind of person designs such flawed system. The issue is same in PVE, you pull enemy to you, or you teleport to enemy and if you attack him with your main skill, you just go 6metres through it, missing 2/3 of your hits... it doesnt make sense because without teleportation, all 3 hits lands your target.
  7. Normally when you use Daredevils main skill, skill number 2 "weakening strikes".. its causing 3 hits on your target. But it has major technical issues that i dont think are designed on purpose. Skills where thief teleports (swipe aka steal skill of DD, shadow step to foe, pull your foe to you) all are skills that pure melee class needs badly, but when daredevil teleports to his enemy or pulls the enemy to him and uses his main damage skill it fails. And it fails in a way that doesnt seem to be implemented on purpose. What i mean is that thief kind of charges forward through his target and missing 2/3 of his hits.. your target can be stunned, or immobilized or downed etc, yet your thief still just charges forward and missing most of his damage.. For your information normally the skill charges forward and stops going forward whenever there is enemy on front of you, so all your 3 hits from that skill hits your target.. but after teleporting to enemy, or enemy to you it doesnt recognize that the enemy is in front of you so it goes through the enemy.. its kind of a bug or at least it doesnt seem logical design.¨ Overall end result is that by the time i have spent all my initiative, about 50-70% of the hits of that skill has missed because of this.. and if i dont use teleporting skills, how am i supposed to catch any targets as pure melee class.
  8. Thing is that once Deadeye puts his mark on somebody, hes forced to deal damage ONLY to that person, he cannot switch target, if he does he loses 50% of the DPS he produces because he wont generate malice on the new target and thus is unable to use stealth shot... and stealtshot is basicly 50% of the DPS deadeye does. In PvP your target runs away, stealthes, breaks targeting, gets behind object or someone else attacks you and you need to DPS that one, or for gameplay reasons you would want to change target to some more important person... cant do without losing 50% of your DPS. Deadeye is full of disabilities instead of abilities:-Hes forced to stay still if he wants to do normal DPS-Hes forced to focus on one same target for LONG period or he loses 50% of his DPS....-You spend useless "DPS-free" seconds on marking and sitting and standing and stealthing to get the special shot-Hes forced to land multiple shots on same marked target in order to be able to use ability that forms 50% of his DPS.. other characters dont have such restrictions. So in PvP you basicly run around in order to be even able to hit the target, thats -25% damage, then if you need to switch target and your mark is still on cooldown thats -50% damage.. so in PvP you very often dont reach to 100% damage as Deadeye because PvP combat moves and gets behind objects.. my point is that other classes dont have that kind of hassle reaching their max DPS and that is why Deadeye is basicly useless in PvP.. its not that good in PvE either
  9. So its like at begining deadeye's DPS is very crap and EVERYTHING is depending whether or not he can land that ONE special stealth shot. And you are forced to stay still if you want to do decent damage at all. And that is the very problem, as the PvP combat is proceeding, EVERYONE are running and moving like hell, so all the time you have to get unobscured, follow the battle because you got out of range, retarget your target because he used skill (which from long range can be super difficult as everyone are running and there can be 5 pets running around too). Now all that is normal and everyone are doing it, but deadeye is forced to stand up, sit down, stand up, sit down stand up sit down.... only to find out that his shot got evaded or blocked.. My point is that compared to other characters and other Thief PvP options Deadeye's way to deal his damage is SUPER vulnerable to failing.. other characters and thiefs can do the same DPS without such a high hassle and chance of failing. I think instead of making deadeye unable to move at all, he should be able to move slowly and that special shot shouldnt require stealth. Then it would be at the same level in actual delivered DPS.
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