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Onewing Clan.6294

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  1. Thankfully, Wooden Potatoes also mentioned it in his Elite Spec review video yesterday, so they're hopefully at least aware of it and have it on their to-do list.
  2. My previous reply was intended to address this comment but for some reason it did not display the quote lol.
  3. @Khisanth.2948 seeing as to how these topics got merged, you might have missed my description Yes, even when you have an enemy targeted (even if you just called target on it), Endless Night (the second half of Scepter/Pistol's dual attack) and Twilight Combo (the first half of Scepter/Dagger's dual attack) will still fail to to activate and display the aforementioned error message. By doing nothing other than switching action camera mode off, the skill cease to fail to activate and it will work normally. The ally-targeting versions of the dual skills will still work normally with action camera; it's only the enemy-targeting versions that are bugged.
  4. Update: the action camera issue that causes the skill to fail to activate seems to only affect the offensive version of the weapon (i.e. when targeting an enemy player or NPC). The defensive versions (i.e. when targeting an ally player or NPC) seem to be activating fine with action camera.
  5. If you're using action cam, attempting to use the the 3 of the 4 dual skills on Specter's scepter will yield the "You must have an enemy or ally targeted to use this skill" error message, causing the skills will fail to activate even when you have a target selected or even marked; only Measured Shot (the first half of Scepter/Pistol's dual skill) will execute successfully. None of the pertinent target settings—Autotargetting, Promote Skill Target, or Allow Skill Retargetting—have any effect in solving the issue when disabling or enabling them in any combination. This obviously renders people who use Action Cam and have their settings or keybinds built around it unable to use the Specter's scepter adequately.
  6. PS: They should add the same reveal mechanic keeps have after being capped to towers so that people stop complaining about Thieves ninja stealing them.PS2: Most Deadeye players are being carried by their build and it is annoying how easily they can flee when they are outmatched by their target, but I return to the ganker role argument.
  7. This is one of the best responses I've seen. Exactly, classes like Mesmer, Thief, and Ranger, are mediocre in PuG team fights, straight up weak in coordinated team fighting, and lack any zerg presence. And you're right, that's the interesting side of things: you don't see roamers complaining about their classes performing poorly in these scenarios, whereas the bulk of the complaints are coming from players trying to roam/duel on a class/build that excels at team fighting and being outdone by a class/build that excels at roaming/dueling. This is especially surprising when there are classes such as Warrior which perform well in team, dueling, and roaming settings. At this point, it's not so much an issue of game balance as it is players refusing to use logic. If the devs are to cater to threads like this, they might as well just make dueling/roaming classes excel at zerging and team fights as well and then just have every class be able to do whatever, honestly.
  8. I came here because a friend made a comment about this thread and I know ANet (unfortunately) listens too much to complaints on this platform as opposed to discussions on more-experienced players' streams. I am going to be that guy and say that most of the people on this thread complaining about thief (and overall on the forums) are mediocre/bad players, and it's frustrating seeing a game cater to the lowest denominator. Nowadays, the bulk of the better WvW roamers have access to the Armistice Bastion, where they duel a while every time they log in (many of whom also duel in PvP rooms and play ranked PvP). Despite the fact that Thief is a little overtuned (which I will address), the bulk of the complaints are coming from people who don't know how to fight them, and if you were to see fights between experienced duelists and experienced Thieves in the aforementioned PvP rooms and Bastion, you'd see that they are not the unkillable killing machines you're making them to be (to which I also recommend playing the class yourselves). Thief is currently over-tuned only in the sense that what used to consistently kill it pre-patch was (mostly) other classes' access to burst damage, which (unfortunately) is mostly gone now, and permanent stealth is not a Deadeye issue as it's been around since core: the fix will probably be to simply touch up a bit on the Shadow Arts specialization and maybe a slight increase to some of their utility cooldowns so that they have to think their assaults more carefully instead of just spamming stealth and damage, which I do agree is a bit of an issue. Conversely, Thief is an ambush class that doesn't really contribute much in WvW as anything other than a ganker or saboteur, and in PvP as anything other than a roamer or +1—it's not the best at dueling (despite now being solid in 1v1) and it barely has any form of presence in team fights (other than S/P Daredevil and Staff Daredevil, the latter of which got somewhat gutted). If you're on a class and build that aren't strong for (off-node) dueling or suitable for ambushing and roaming, complaining about being out-roamed or ambushed/out-dueled in open field by a class and build built around those functions is outright silly. The issue is that complaints are mostly aimed at the one thing Thief was designed to do and where it was meant to excel—in a very rock-paper-scissors game, mind you—and stripping them of it would leave them practically role-less.
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