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Barzah.8019

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  1. non kneel has faster skill animation, while kneeling has better dmg + buff/debuff. Now you can properly switch between non-kneel (mobility/faster malice) and kneel depend without shooting yourself in the foot
  2. The real question for OP would be How come your target stay afk after getting hit a skill with 3/4 second window 3 times yet still manage to eat the whole DJ stack after that. Any tips to look for more braindead opponent like this? because 90% of them would either just go 7365463 miles away from you instantly or go ultra-defense stance once they got marked buff on their head.
  3. It's the Three Round Burst, sorry for the misinformation 😛 It's way more consistent this time which is a huge plus in my book
  4. Both Kneel and DJ change is a significant QOL improvement for Deadeye Rifle Thief. This change somewhat make malice rotation during kneel way faster since you don't need to spam kneel over and over for after doing action like casting skill/dodge Finally i have another reason to use Kneel other than throwing dust. Triple tap never been this good 😄
  5. yeah that's why i called it a stupid decision. Rifle deadeye is already squishy & immobile enough even without kneel. Right now 90% of deadeye rifle is just roaming around and spamming 2 since it's the cheapest & fastest way to get max malice
  6. Love the kneel and DJ changes, yet the range nerf on kneel skill is just downright stupid. I mean we Deadeye rifle still able to get "out-ranged" by other class such as ranger at 1500, while trying so hard to maintain presure to marked target, both PvP and PvE Either leave the kneel skill at 1500 or increase it to 1800 (Ranger longbow range, which actually longer than 1800 i think). Both changes won't drastically make Deadeye Rifle super OP anyway.
  7. Never said anything related increased initiative count, yet it's more a "initiative loss" since standing 2 or skirmisher shot may hit the target while malice gain from critical hit is still on cooldown. Technically i already did some simple calculating to see how effective the old malice formula with timed critical hit Assuming you get 1 malice per 2 second (remove 1 malice per 4 second), this mean you get full malice charge at 10 second and 14 second when using M7 Major You can get extra malice every 1 second (the timer itself is still tentative). With 100% crit chance and god like timing, you can get full malice at 3 second (2 Malice from passives + 3 from critical hit), 5 second (2 malice from passives + 5 from critical hit) when using M7 major On the real situation however, there things like non crit due to buff, evasion, etc. So let's just say that you need 2 second to land single critical hit, thus increase total timer to 6 second (3 Malice from passives + 3 from critical hit), 8 second (4 Malice from passives + 4 from critical hit) The conclusion is that this old+new formula will definitely lower your highest DPS due to inability to spam standing 2 and get max malice in 2 or 3 second, yet it also will bring stability across the board due to time difference to max malice between playing active or passive isn't that staggering. The coolest part is this formula also work other weapon or build with or without precision invested in it. Weapon like shortbow has greater chance to score critical hit by hitting multiple target, while sword/dagger/even p/p can get critical hit by number of attack itself. As for rifle, well this is where ability to move while kneeling comes to play. While lacking in terms of multiple target (even with pierce) or number of attack per second, Rifle still has good set of skill that does good debuff/buff and also damage per second, while it will be very easy for rifle user to reposition themself while attacking on kneel stance. Granted your mobility is not as fast as when you are not kneeling, but that's where the freedom of choice will be, where you can sacrifice DPS for mobility or do whatever it takes to maintain kneel while repositioning in order to maximize your safety & damage output. Also Triple round Burst A.K.A Kneel 3 can give you 2 extra malice charge when the timing is right 😄 2nd Mark also has large role because it will act as a saving grace for any small/silly mistake you make. On the other hand, it also serve as a choice where you can just switch target and lose all those malice gain, or use mercy to get extra initiative needed or served as an emergency escape due to getting cc debuff. Even with these changes, Deadeye Thief will still be a Elite Spec that focused on single target, but it's way more flexible this time. Like i said it's only work on theory, otherwise you will see lots of deadeye around...and there are less deadeye around at this moment
  8. Jus like i said, it's cost efficient, it's fastest skill that Rifle Deadeye has, and it regenerate malice as well It's every good things in single package
  9. As simple as you will bleed initiative since you don't regenerate 2 malice every 1/2 second anymore which at that point will make any thief user mix auto attack with standing 2 at it simplest form. Also, you can still gain extra malice with critical every 1 or 2 second, meaning skill with multiple projectile such as 2 Tap or 3 round burst will also become viable option, though i won't recommend spamming them especially on PvP content. All im saying that burst DPS is one of best Thief trait, if you want other than DPS then you can take Fire for Effect major w active like shadow refuge. Oh yeah, kneel 1 or deadly aim also give good debuff that work beautifully in general Oh right, we rifle deadeye barely use 1 in any form since the new malice mechanic, silly me 😞 Looks like someone forget that Thief got multiple access to swiftness such as our lovely rifle standing 2, acrobatic minor 1, trickery major 1, and the glorious M7 deadeye major. Should you choose to maximize roll early, kneel 2 will be a good choice as well. Oh yeah, now we have superspeed on shadow art major as well 😄 Work best as theory or roleplay, doesn't work in actual situation. Does your WvWvW or sPvP instance only has 2 maximum people roam around the whole map? does your PvE enemy only has 1 immobilized gigantic worm? If the whole "100% single target" work wonderfully, then why Rifle Deadeye is not a common sight outside open world PvE where almost every build works? Sorry i can't provide a screenshot with proper 200% zoom in this post but let me just put bold on my statement "which is Lack of decent AOE in general (dev only touch Engie and Warrior Rifle on 28th June Patch), while very dependant on hitting marked target". There are two major problem instead of just AOE problem, and deadeye's mark system itself is the biggest obstacle them all of them since it punished you really hard from missing the mark with 25 second cooldown. Correct me if im wrong, no Elite Specialization in Guild Wars 2 that punish the user harder than Deadeye for missing their window of opportunity. This game in nutshell flood you with lots of target that constantly change every second, thus having a single target skill with a long cooldown in between is already not making any sense.
  10. So you just neglect the fact that the new malice is system is also the reason why people spam Skirmisher Shot or standing 2, not just in PvP content but PvE as well because it is that easy to match Three Round Burst or Kneel 3 thanks to faster cast and rapid malice gain. It is so kitten fast and easy to do that you can repeat said rotation endlessly with M7 major and Death's Judgement, compared to constant position-reposition with kneel that make you bleed DPS every second. So does core thief backstab, and the now-forgotten P/P unload with ricochet major. We can't escape the fact that one of thief best trait is to deal burst damage because we are designed to do so, and then Daredevil spec were introduced and suddenly we become better at dealing stable damage as well. It barely do anything on PvE, and your target will still simply bail on PvP situation, or bringing friendssss to join them because 17 second mark cooldown even with double trickery reduction b0y00. Told you to participate in an actual PvP situation instead of joining those random fight without objectives just for gigles and making youtube highlight video. Being immobilized is the major problem for kneeling itself, you can increase the effective range to 2000 or add any other silly things beside damage increase, yet Kneel still-and-will-be underperformed because nearly everything with health bar on Guild Wars 2 has a way to make you move around or having ridiculous way to move to your position with a speed of light. Even with 2nd mark with super low cooldown, Deadeye in general will still be a single target spec because you can only mark single target...duh. Also what tools? you want to sacrifice 30 second reset skill in a dynamic situation where your priority can be changed multiple times in a matter of second? Deadeye, especially deadeye rifle is already unique since we retain meme spec title that last for years. If you want to keep the title for more years to come? then pray that most major mechanic will stay the same... it is that simple
  11. Again and again, Old Death's Judgement spam is the main reason why many Thief player play hide and seek in PvP content back then, yet it also the other reason why 3 Round Burst A.K.A kneel 3 are one of the most used rifle skill back then. In case you don't remember, kneel 3 hit hard and it will always hit hard even today. Sadly, the new mark prioritize speed + critical over everything else while having to kneel over and over while being outranged by ranger is just tedious. Hence that's why spam 2 is always the best choice with the current mechanic since you can unleash 7 stack DJ in less than 4 second at a cost of 9 Initiative, thus generate high burst while resetting the cycle.That's why i think old mark does better job in general because it's fair, and the additional malice gained by critical with innate cooldown will bring attack/tactic diversity back in the menu. Back to deadeye rifle, i believe that further buffing kneel skillset damage output itself will be the worst mistake that Anet ever implemented to Deadeye simply because the total damage, buff and debuff variation is already good. The worst part of kneel is and will always be the immobilized debuff itself because Guild Wars 2 is a game that has plenty of nasty AOE, while thief in general is a class with low hp pool that relies heavily on mobility. So it really make sense and very logical to give the ability to move while using kneel. Does it contradict with the skill name itself? change it to Marksman Stance and boom case solved. Meanwhile You need second, heck we all need second mark because the skill itself is a huge hit and miss. You might want to stop playing 1v1 PvP or Roaming PvP to get the big picture. Deadeye in concept want you to focus on target that you mark, loosing track/marking the wrong target will heavily punish any Deadeye user...HARD. You can't just steal 1 person and use said item to other person like what ordinary Thief do, if you miss the window as Deadeye then your overall DPS will drop hard. It happened on PvE, it happened on sPvP, it often happened on actual WvWvW. Secondary mark allow you to change focus, thus be able to catch up in term of usefulness in PvE, or manage to presure different target on PvP content. It is that simple
  12. 2nd mark act as "backup measure" rather than necessity since it allow you change target without using other skill that has more cooldown than the mark itself. The point is to be able to change target as soon as possible without the need of sacrificing active skill, while mercy itslef will still be a viable active due to initiative return The reason why pre-reworked deadeye was tedious is because malice point never reset while Death's Judgement is just a normal skill instead of stealth. So people always ended up waiting for full malice point and then spam quickening to spam DJ 24/7 Im ok with stealth attack reset malice system because it's actually make the rotation stable and less tedious. Yet binding malice gain to initiative skill + critical is the worst mistake that Anet ever made. Why? because this system greatly reward any skill with fastest casting time + less initiative cost while greatly punished the user for doing anything else so what's the point of double tap/3 burst/brutal/dead aim? exactly, even you know that anything beside spamming skirmisher shot A.K.A 2 are pointless since it's fast + cheap and you get perma swift while your enemy get perma slow. Why do i want to tweak kneel so much? because i want to give it a change, a skill that's only worth for casting sniper cover and nothing else. Why not Never said i want the old DJ system to return completely, or maybe i wasn't clear enough. I only want the malice gain per second with critical hit system added so no one can cheat the whole malice system by spamming certain skill and nothing else. The whole "malice reset after sneak attack" is a good adition to the current Deadeye, yet the core system is just plain bad and discourage diversity Why i want to nerf sniper cover A.K.A kneel 4? because it will be too powerful when paired with the suggested kneel system (able to move instead of immobilized). Imagine having an ability to permanently block projectile without cooldown while moving around, yeah that is as silly as it's sound. This is a pen? i mean you need to enter stealth in order to use stealth attack...how come you able to use stealth attack if you are not in/briefly after stealth condition? learn to read properly, or maybe try asking before blatantly accusing someone and make a hasty conclusion.
  13. Deadeye Mark (after rework) is a joke in general situation, unless you fight someone in 1v1 situation, PvP and PvE alike because it's easy to lose track when there are multiple enemy (PvE situation) or your target simply decide to bail, which happend most of the time on PvP situation. Everyone know that Rifle Deadeye is a meme class. Lack of decent AOE in general (dev only touch Engie and Warrior Rifle on 28th June Patch), while very dependant on hitting marked target Kneel.....kneel!!! by Joko why Anet give immobility skill to a class that heavily relied on range just gain a bit of damage increase while still getting outranged by ranger. Yes kneel has one of the most powerfull anti-projectile in the game A.K.A sniper cover, yet the the whole concept still doesn't work with Thief gameplay in general. Anet please take a look at Deadeye and start buffing/reworking Deadeye (again) by adding things like Deadeye's Mark (2nd Charge): 3 Second cooldown, allow you to put mark on different target. You won't, get any stolen item or trigger any trait related to steal/mark such as Be Quick or Be Dead/renewing gaze. Revert Malice to system to Pre-patch mechanic + Tweak. Marked target within 2000 range threshold will generally generate malice every second, any critical hit every 2 second will generate 1 extra malice Rifle, Kneel : Remove immobilize, replace it with 40% movement speed reduction. Receiving any Pushback status will remove the stance Sniper Cover: Skill will disapear after absorbing 4 projectiles Remove Pierce from rifle spotter/skirmisher shot Add Pierce to Deadeye Snipe Scope major trait that add pierce effect to every rifle non stealth skill (Death retreat and Sniper cover are excluded) Add unique Pierce to Rifle Deadly Aim a.K.a the new Death's Judgement. The projectile will only deal damage to targeted enemy.
  14. I bet most the reason why mechanist is so popular is because of it's a stability, since the whole build doesn't force you to micromanage to every little second just to maximize it's damage outpust. Sure the whole rotation deal good amount of damage, yet so does the rifle deadeye A.K.A the official meme spec. I think Anet manage to nail the whole build when it comes to mechanist in general (i hope we get underwater mech instead of the silly F1 but oh well). Sure balance can be adjusted but please dev DO NOT try to punished something because it lack button to push when compared to other class/builds
  15. lul there is a "competing" session on GW2? I tought those thing were abandoned years ago :P joke aside, current P/P spec ain't that strong anymore due to the absence of both ricochet and initiative gain from healing skill trait. Nowaday p/p relied heavily on elite spec in order to be able to sustain 3333 properly and seeing each of those bullet didn't bounce between target just broke my heart man :(
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