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Dangus.6572

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  1. I'll elaborate to you what does that mean. running with 12k hp. To land backstab is difficult, and usually it ends with 8k of dmg. Meantime you eat all condi dmg, all AOE, CC. Spend most defences and initiative. Thief is not weak, I never said that. All I say that every class now is a thief. Every class can have oneshot builds, every class is mobile, has access to stealth or reveal. To survive all this - stealth is not a remedy. So stop saying that Thief + stealth is something OP. It is not. I met lots of good players with certain builds who eat me for breakfast on 1 v 1. And there are builds which I kill easy. Do not twist my words.
  2. Some statements sound illogical. You come to public game mode and so many "I do not". This is social part of GW2 and you can easily control it. All can be kind, rude, tell you all kind of things. But only you can decide how to react. I roam whole time and never had problems with tags, being outnumbered, corpse jumps, or sieges. Kill/die/respawn/repeat. that's what I do. That's what this game mode is about, and I love it. Class balance? oh no it requires no special balance. Fun sandbox, experiment. WvW is not for everyone and that's how it should be.
  3. Oh my, oh my... just play any AOE, CC, Condi, tank class with reveal and it's done. I play classical thief. To even hit a target from stealth is like collecting 5 different conditions, spending half or more initiative. Every class is a thief now. Mobile, has high dps, and especially AOE dmg. Thief, stealth is not a problem. Issue is when diversity is lost. Every class can not be equal, and there is no best build to kill anyone. Short answer: make a thief and try to survive. P.S. I love killing DEs :). They die so easily from a one shot thief build.
  4. Yeah, Seen Nebzie some month ago while roaming UW :). Nice memories.
  5. My pain is fighting in Towers/keeps with open wall and not being able to use Steal/Shadowstep/IA through a wall hole. 8 ini for IA is painful but still can live with it.
  6. I play thief for like... 8years in WvW. The only thing that needs to be removed from thief is teleport. Then DE or DrD or whoever can hide in keeps as much as they want.
  7. In wvw you hire thief to kill thief while you killing innocent Sentry. You can also try to play thief to understand mechanics. Thief has active gamestyle. Knowing it's mechanics will help you understand rhythm of thief. Knowing rhythm, you will know when to evade, when to heal or use other skills to pin thief down. Still it won't be easy to kill good player. Both due to skill and build combo.
  8. Thank you. It helped me to understand what Obi Wan Kenobi meant about "The high ground".
  9. Hacking is spreading. Anet should address it. Met few on our foe server. Perma speed, high HP pool thief. Blocked him but no username appeared in block list. It's no fun to play against hacker and not be able to report.
  10. Great, that proves thieves are not broken :). We can close thread now. Cya in field Lions. Honestly speaking, that's just the nature of the Thief. But the Cat-vs-Mouse game isn't limited to Thieves and GW2. The same concept is easily experienced in flight sims. Take the WWII era for example. You have slower turn-fighters such as the Spitfire, Hellcat, Bf109, and Zero, then you have the faster energy-fighters like the Mustang, Focke Wulf 190, Corsair, and Thunderbolt... The entire basis of an energy-fighter's strategy was to come in on a target from a higher altitude so it would be going so fast that it could line up its guns, take the shot, and fly right past the target without ever giving its opponent an opportunity to return fire. After it passed the target, it could just continue flying away, extending the distance and regaining altitude until it had reset its initial positional advantage. Such tactics can be referred to as Hit-and-Run, Hit-and-Fade, or Boom-and-Zoom. The turn-fighter, on the other hand, was all about baiting the energy fighter into giving up the safety of its speed and altitude in order to get a clean shot by using its superior maneuverability to stay out of its opponent's gunsight. As long as both planes were playing their own game, the turn-fighter was absolutely at a disadvantage. While it had the ability to force difficult shots, it would always be at the mercy of the faster plane. It could not escape by outrunning... it could not counter by chasing. The energy-fighter, while virtually untouchable as long as it stayed fast, had difficulty lining up its sights on such a slippery target while at high speed. The energy-fighter could very well improve its chances at getting the kill on a pass by lowering its speed in order to get guns on target, however, that would leave it much more vulnerable to the slower, more maneuverable turn-fighter. Once the energy-fighter loses its energy advantage, it is dead... but that would only happen if the pilot chose to do so. Basically, if the pilot made a mistake. Which brings us back to the Thief. It is a Hit-and-Run fighter. That's its game. It's meant to harass and annoy. However, unlike airplanes, one solid burst from a Thief won't kill its target. It takes repeated "passes" for a Thief to achieve that kind of lethality. And not only does a Thief have to hit hard multiple times, it also has to avoid getting hit... because it only takes one to two bursts for the Thief to go down. In such an example, the Thief is like the energy-fighter that gets forced into a turn fight. It has to in order to do any decent amount of damage, but it's extremely vulnerable when it does. Its only hope of survival is to get enough guns on target before it has to go into a defensive dive for its life... and then extend out, climb high, and repeat the whole process again and again. Perhaps an even more appropriate example would be an energy-fighter versus a B-17 bomber. Yes, the fighter comes in hard and fast, and although the B-17 can't maneuver, it is tough, and it has 13 guns placed all over it, so there's constant defensive fire being shot at the fighter no matter the angle... all while the bomber is making its merry way to its target... A Thief not only has to make enough successful passes/bursts against its tough target, it also has to avoid all of the defensive fire (random AoE, channeling skills, etc.) while doing so. And it has to do so within a limited time in most cases (before a point is captured, target escapes, or enemy reinforcements arrive). Yes, a Thief can run away and hide all day long. A Thief player could avoid getting killed by just not logging on to play. But what's the purpose of either of those things? The game isn't about surviving, it's about capturing and defending points. In WvW, Thieves stalk prey... but for what? It's basically all they can do. Unfortunately, it's like hyenas hunting lions. The prey has a much stronger bite than the predator... it's just a matter of not getting caught by those teeth. The lion may not be able to catch the hyena, but it's a lion, so why does it even care about the existence of a lone hyena? The hyena knows it's a hyena, so it's just looking for relevance in the world.
  11. Hi, Does game has a skin which would be unstable, looks like blurry/ghostly on a move? Can be dyed dark. Any ideas?
  12. I do not say it's hard life to be a thief. What's most important and what I like about this game it's RPG. Ability to craft your character to match yourself and your game style. Not to mention that every crafted class/build mix can have pros/cons fighting some other class/build. I always played D/P thief/DD because I love fast pace, I love to be in centre of action. Stealth and initiative helps me to control battlefield, play on my own pace. I like attacker classes with ability to control. Everyone is welcome to play thief/DD/DE. But today I see only few thieves in Europes (UW) enemy servers. And if I do, half of them are condi builds. Only on no downstate week there has been increase of power thieves. To add about damage and stealth... in duels or small group fights. Backstab for D/P thief = using almost all your initiative, walking in near proximity to your enemy who expects you. Long story short - if you get 1 8-10k backstab in 20 -30 seconds to an enemy who expects you - that's great. Usually in order to do it thief sacrifice lots of resources. CD on backstab = 1 try in 4sec invisibility window. Usually what you get is. Blocked, invulnerable, 0, not enough distance, 5 different condition stacks, interrupted, knocked, rooted. Anyway, there are so much diversity in this game, that to blame all function accessible to almost every class sounds like bad thing. P.S. Eles/Weavers - they are lottery for me. That's probably because of lack of knowledge about class. Anyway usually I end up dead if I meet some decent ele class/build in my way. Maybe it will will interrest you to know, that the average power staff ele that is supposed to not only survive a 50v50 engagement, but also beeing on top of arc-dps damage evaluation. It is at about 14k, no toughness, no supportive traitlines. It doesnt typically run any stability (ok...there is Lahaar...), and does run Twist of Fate as his stunbreak, leaving one utility spot for lightning flash (which doesnt stunbreak, and is only 900 range), and one spot which they are "free" to choose... personally, i still believe "unravel" is the most logical choice.Its condi removal (8) is also his heal skill, which sounds nice...till you realize its a 2 3/4 sec channeled skill, easily interruptable. We dont have stealth. We dont have your evades (on staff). We dont have something like shortbow as a secondary weapon. We dont hit anyone for 13k by pressing a single button, aside of literaly all stars in universe aligne (or fighting a keep lord with all buffs up).Its a little bit hard to have sympathy with your "hard life", as a thief.
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