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JonnyForgotten.4276

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  1. So far, teef seems to be balanced quite a bit better than it was when I went on break. Just starting to do some competitive today, and so far it feels pretty good, at least for my oddball mostly-melee DE build. Definitely liking the new relic system and the way they have the Thief spec traits atm. Looks like I came back at a good time. 🙂
  2. Try out new things man. This is the biggest shakeup the game has had in a while, and one of the biggest changes I have noted is that our 1v1 ability has gone up considerably. Been having good luck lately running with high damage gear paired with specs that are sustain/utility/damage bonus focused in roughly equal measure. Point being, this balance is so new that no one has really, really figured out what may or may not work. Try a bunch of builds, find something you like. . . .or roll another class.
  3. Choking GasProblem: 6 feels like too high a cost in initiative, and the new Daze on impact is A) Not as useful on such a slow mocing projectile and B) Is simply not as fun. The pulsing Daze on poison stacks was much more strategic and had a larger payoff upon successfully building 5 stacks.Solution: Drop to 5 Ini, restore the Daze on stack count, except perhaps at 3-4 stacks to account for reduced poison stacking. Put Daze back at 1/2 sec per pulse. To me, it was simply just much more fun to build combos to attain those stacks. Impacting Disruption (PI)Problem: Weak, weak damage. For an on-interupt skill, the payoff just isn't there. . . and, again, this is a skill that promoted active gameplay by it's very nature.Solution: Tune the damage up by at least double, reassess from there. Or, keep the current low coefficient, but allow PI to crit. Overall, the patch didn't really feel too too bad running around in WvW last night in my same prepatch build (acro/trick/DE s/p rifle, BqBk). If anything, the longer fight times gave me a bit of an edge in some cases after I adjusted to not bursting nearly as hard. Ini costs definitely need some tweaking across the board (everything feels too high for the damage gained), and defensive traits/skills need some nerfing on some classes (what is this new Rev tank I kept finding?), but I think this gamewide nerf may have been a good step if the devs keep on tweaking everything.
  4. You're saying this with 4 other sources of stealth on your bar.......... This doesn't kill perm stealth. All of which take up a utility slot. This forces the char to give up damage potential or utility in exchange for high stealth. You can talk about the numbers, but this does help enforce a fairly hefty tradeoff at a mechanical level.
  5. just within 2 minutes, i was +1 shotted over 18k with Death Judgment. Yes the same Toxic Death Judgment since guild wars 2 beta in addition to 8 years of it. Not only that Anet loves terrible stealth mechanics, they find absolutely nothing wrong with Toxic mechanics as wellhttps://wiki.guildwars2.com/wiki/Death%27s_Judgment 'Death's Judgement (Rifle #4) ranges anywhere between 42k - 60k per shot so a pretty large spread' If Thief Profession is either redesigned from the ground-up or be completely deleted from the game, expect Nothing from the patch What the heck are you on about? Rifle 4 is a backwards 600 tele, or a smokescreen in kneel stance. . .
  6. True, not sure why it's suddenly claimed to be some fresh "Sind's build" :D I remember seeing some funky WvW builds with s/p but even if some people used the kit in spvp they weren't really posting on here. I don't remember seeing much of Sinds build with s/p kit but definitely agree some people on this forum have been playing s/p for awhile. I think we should differentiate between kit and build though more on this forum in general, I'm not even sure sometimes if I'm using the terms right in context. A lot depends on whether the person in questions streams or not. There a misconception that if a build in action not streamed then for some reason it does not exist. Most iterations of builds were tried and used by other players before someone decided to stream it in action. Ya, I mentioned that. But I also feel like people are talking a lot about a kit, or a weapon set calling that a build and saying they already ran a build when they actually just ran another build with that kit. Nope, I'm talking about a build and I still don't understand how it's anything new. :p That said, I wouldn't say that a specific build has to be a literal copy in every way. For example swapping a utility skill or 1-2 traits depending on the needs wouldn't suddenly make for a new build.The s/p dash build really isn't new. Just the Sind effect *rolls eyes. I remember running it back before PoF as I was transitioning away from condi builds. It does seem to be more effective now than it was back then, but I don't know if it's more effective due to balance changes or that I am a better player now. Still, seeing Sind's vid did get me thinking about s/p again, so now back to running BqBk DE as my main build lately. Think I prefer it over the DD version mostly because it plays more aggressively.
  7. Seems like a pretty good idea to be honest. Sustained area denial is definitely a combat role thief doesn't really have have in its kit.
  8. But, but I love it when this happens and the Benny Hill theme starts playing. . .
  9. Oh, Sind, why did you have to make a meme vid with s/p? Now my for fun set is getting hated. . . lol Seriously, what is everyone up in arms about? I have been using s/p off and on for 2-3 years now, and it's not suddenly any better or worse. At least for me, I tend to end up around gold 2 with it. . . just like with every other build. It's not toxic, it's not cancer, it's just a set that was underused so people aren't used to dealing with it yet. Does PW hit hard if it lands? Heck yeah it does, but only if it lands. For one thing, the stun portion is absolutely interruptable and pretty clearly telegraphed. For another, the skill roots the thief in place, meaning you can simply walk away from the evade/damage bomb part of it if the stun portion was mitigated in some way (like block, or dodge, or taking a step back out of range). Learn to play around it instead of calling for nerfs. Yeesh. Edit: Actually, everyone else stop using it so I can use it in peace. Thank you. :P
  10. I had 2 CTD's in WvW last night, wonder if it is the same issue.
  11. This feels like a pretty poorly implemented change to me. Letting it proc off ANY 3 skill rather than only dual wield would have been better.
  12. If you don't mind me asking, what traitlines are you generally running on your DD s/p build? Think I see DD, Tr, and Acro in the last video you posted, but would love it if you could confirm. Cool. Thanks man.
  13. If you don't mind me asking, what traitlines are you generally running on your DD s/p build? Think I see DD, Tr, and Acro in the last video you posted, but would love it if you could confirm.
  14. I haven't yet in WvW or PvP, but I have been running something very similar in PvE. Think I may try it out in competitive now. :)
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