Could it be everything to take my client up to the full Retail Client? I'm already at 14GB. How big will this update be? Thinking it might be all the zones that were not in the Beta?
Originally posted by MARTYB2K Could it be everything to take my client up to the full Retail Client? I'm already at 14GB. How big will this update be? Thinking it might be all the zones that were not in the Beta?
Just because you are downloading a large update doesn't mean that update size is beign added to what you already have.
It could just be replacing things.
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Originally posted by MARTYB2K Could it be everything to take my client up to the full Retail Client? I'm already at 14GB. How big will this update be? Thinking it might be all the zones that were not in the Beta?
When was the last time you used your client, because mine isn't downloading anything?
Originally posted by MARTYB2K Could it be everything to take my client up to the full Retail Client? I'm already at 14GB. How big will this update be? Thinking it might be all the zones that were not in the Beta?
When was the last time you used your client, because mine isn't downloading anything?
I normally check everyday. I last used it in the Stress Test last week.
its really no mystery what the files are. Its the final version of the game.
During beta test you dont need to include lvl 80 dungeons, lvl 80 DEs and all that jazz, but with the final client all that content has to be included.
The way mmo's were: Community, Exploration, Character Development, Conquest.
The way mmo's are now : Cut-Scenes,Cut-Scenes, solo Questing, Cut-Scenes...
Originally posted by Wolfynsong With any luck, it will be a huge patch to make the Thief worth playing.
Are you being sarcastic or doing it wrong? I can't tell...
Option #3: I'm completely serious and have reasons for being so. I had fun with every profession I tried except the Thief. And since you asked:
They're just a huge bag of gimmicks right now. No solidity to them at all, and they are going to be continually hit by nerfs trying to counteract the odd successful gambit build.
The Thief has too many things it tries to do, and as a result its trait lines are an utter mess with little to no proper synergy between them. If, for example, I want to make a high critical chance build, I can pretty much give up any hope of doing decent damage in any other capacity, and I can expect to give up a significant portion of my survivability. Guardians not only can get a higher critical chance (+15% over Thief), but also have immensely better survivability while doing so. One extra dodge and limited stealth != 2 strong self-heals + tons of defensive skills + heavy armor.
If I want to make a venom build, I'll have to get over the fact that Venomous Aura is a must, since all the venoms are balanced with that trait in mind and hence are rather weak on their own.
If I want to make a power build, I'll have to accept that my single-target damage still won't be as good as, say, a Warrior's, even with Backstab (another gimmick).
If I want to make a condition damage build, I'll have to always use P/D or D/P for the bleeds + Caltrops.
The initiative system is so different from the other professions' mechanics that the Thief is pretty much guaranteed to be either overpowered or underpowered at any given time, and I for one do not want to play a class which is so inherently unstable.
Besides which, I honestly hate resource mechanics. The Thief is the only profession in the game right now whose class mechanic is an inherent limitation rather than a bonus.
Steal. It seems so very pointless. I mean, I don't want to use the class mechanic. And I know I'm not the only one who feels this way. There is something very wrong here.
Stealth. It's gimmicky at the best of times, but come on, you go and split it up into 5-6 different skills and then what exactly is it good for? It doesn't even break channeled skill targeting. All it does is give you a chance to catch your breath in a fight, and maybe pull off a Backstab.
Now, despite my excessive list of complaints, I really do want to like the Thief. I want to main a Thief - but only if it is fixed. For that reason, I came up with a very in-depth way in which this could be done, while retaining the feel of the class. I made sure it was on the front page of the official Thief forums last BWE. Will it make a difference? Probably not, but I sure hope it does.
Hence my comment: with any luck, the patch will mean that things have changed for the Thief.
That is your opinion of the Thief. My friend was playing one and he loved it. To each his own. Maybe it isn't up to par with other classes but there are people out there who do enjoy it.
Originally posted by Beacker That is your opinion of the Thief. My friend was playing one and he loved it. To each his own. Maybe it isn't up to par with other classes but there are people out there who do enjoy it.
And I won't argue with that... people do enjoy it.
In fact, most of the people complaining on the official forums were doing so because they enjoyed the class and wanted to see it improved. I wrote a huge post on how it could be fixed because I love the class concept. I wouldn't have bothered if I didn't think the profession could be fun to play.
All the pieces are there, they just need to be rearranged a bit, IMO.
And if I'm honest with myself... the truth is, I'll probably play a Thief even if it is still "broken" at launch. I keep telling myself that I won't, that it isn't worth it, but I probably will do so anyway.
I agree that the thief mechanic needs tweaking. Other classes have skill cool downs while thief doesn't. However skills costs actions and their is a point in which you have to wait for them to replenish. It is a fine line to balance this.
Originally posted by Badaboom I agree that the thief mechanic needs tweaking. Other classes have skill cool downs while thief doesn't. However skills costs actions and their is a point in which you have to wait for them to replenish. It is a fine line to balance this.
Yeah. My idea, in a nutshell, was to make Thieves use cooldowns, but have the option to use Initiative to reset those cooldowns.
Then, to prevent the spamming scenario you see at present, one would have to have other, equally viable options to use their Initiative on.
So I said that Stealth should become a purely defensive/positioning skill (i.e. you can't attack from it) and activated by a single class mechanic skill which drains Initiative on use (F1). Also, Traps would become a third slot class skill, functioning much like Ranger pets, and require Initiative to set (F2).
Steal would then be able to remain as is, but slotted to F3.
So basically, Initiative could be used to allow skill use freedom, just like now, but also used for CC and/or defense via Stealth. Much more engaging, IMO, and a bonus instead of a limitation.
Venoms would then become inherent with weapon skills, and be improved by the Deadly Arts line (after all, stacking most of the venoms is pointless anyway - why have a seperate utility for them?). The added effects would then be balanced out by their cooldowns. (Also nice, here, is that resetiing a venom weapon skill would, in most cases, automatically make the second skill use less effective thanks to stacking durations versus intensity.)
Thus you'd have a whole lot of empty utility skill space (since virtually all the current ones would have been moved or removed), allowing the Thief to have some genuinely good support and utility skills.
I think we are still missing a lot of files to download. They said you need 25 gigs to play GW2 and after all updates my folder is 14.2 gigs, which is almost the same I had for last BWE and stress test.
We might be still missing all the mid/high content.
Originally posted by Wolfynsong With any luck, it will be a huge patch to make the Thief worth playing.
Are you being sarcastic or doing it wrong? I can't tell...
Option #3: I'm completely serious and have reasons for being so. I had fun with every profession I tried except the Thief. And since you asked:
They're just a huge bag of gimmicks right now. No solidity to them at all, and they are going to be continually hit by nerfs trying to counteract the odd successful gambit build.
The Thief has too many things it tries to do, and as a result its trait lines are an utter mess with little to no proper synergy between them. If, for example, I want to make a high critical chance build, I can pretty much give up any hope of doing decent damage in any other capacity, and I can expect to give up a significant portion of my survivability. Guardians not only can get a higher critical chance (+15% over Thief), but also have immensely better survivability while doing so. One extra dodge and limited stealth != 2 strong self-heals + tons of defensive skills + heavy armor.
If I want to make a venom build, I'll have to get over the fact that Venomous Aura is a must, since all the venoms are balanced with that trait in mind and hence are rather weak on their own.
If I want to make a power build, I'll have to accept that my single-target damage still won't be as good as, say, a Warrior's, even with Backstab (another gimmick).
If I want to make a condition damage build, I'll have to always use P/D or D/P for the bleeds + Caltrops.
The initiative system is so different from the other professions' mechanics that the Thief is pretty much guaranteed to be either overpowered or underpowered at any given time, and I for one do not want to play a class which is so inherently unstable.
Besides which, I honestly hate resource mechanics. The Thief is the only profession in the game right now whose class mechanic is an inherent limitation rather than a bonus.
Steal. It seems so very pointless. I mean, I don't want to use the class mechanic. And I know I'm not the only one who feels this way. There is something very wrong here.
Stealth. It's gimmicky at the best of times, but come on, you go and split it up into 5-6 different skills and then what exactly is it good for? It doesn't even break channeled skill targeting. All it does is give you a chance to catch your breath in a fight, and maybe pull off a Backstab.
Now, despite my excessive list of complaints, I really do want to like the Thief. I want to main a Thief - but only if it is fixed. For that reason, I came up with a very in-depth way in which this could be done, while retaining the feel of the class. I made sure it was on the front page of the official Thief forums last BWE. Will it make a difference? Probably not, but I sure hope it does.
Hence my comment: with any luck, the patch will mean that things have changed for the Thief.
Yeah, I guess they are relatively gimmicky, but other classes have many aspects that you could classify as gimmicky as well. I'm surprised you didn't mention poison sharing and how broken it is... That whole guardian valor trait-line seems utterly imbalanced to me. I think that needs a rework in general, or at the very least retributive armor needs to be toned down. I think the initiative system is working as intended to be honest and it sounds like you don't agree with the playstyle. I recall GW2 devs saying somewhere in a thief video awhile back that this system would force thieves to "pick their spots" in fights and have to make difficult decisions about when to use initiative and how... Based on the way they constructed the other classes, this does seem like it will be difficult to balance; however, other classes have limitations as well. For example, an elementalist relies heavily on attunement swapping and is penalized heavily, due to the relatively long attunement swap CD, if they make poor decisions. I have major gripes with the engineer personally, since it's my main. The whole utility spots need to be used for weapon swap paradigm is one that I am not overly fond with...I personally think this limits their ability to survivablity to a great degree. I started rambling, but I'll stop now
Originally posted by Badaboom I agree that the thief mechanic needs tweaking. Other classes have skill cool downs while thief doesn't. However skills costs actions and their is a point in which you have to wait for them to replenish. It is a fine line to balance this.
Yeah. My idea, in a nutshell, was to make Thieves use cooldowns, but have the option to use Initiative to reset those cooldowns.
Then, to prevent the spamming scenario you see at present, one would have to have other, equally viable options to use their Initiative on.
So I said that Stealth should become a purely defensive/positioning skill (i.e. you can't attack from it) and activated by a single class mechanic skill which drains Initiative on use (F1). Also, Traps would become a third slot class skill, functioning much like Ranger pets, and require Initiative to set (F2).
Steal would then be able to remain as is, but slotted to F3.
So basically, Initiative could be used to allow skill use freedom, just like now, but also used for CC and/or defense via Stealth. Much more engaging, IMO, and a bonus instead of a limitation.
Venoms would then become inherent with weapon skills, and be improved by the Deadly Arts line (after all, stacking most of the venoms is pointless anyway - why have a seperate utility for them?). The added effects would then be balanced out by their cooldowns. (Also nice, here, is that resetiing a venom weapon skill would, in most cases, automatically make the second skill use less effective thanks to stacking durations versus intensity.)
Thus you'd have a whole lot of empty utility skill space (since virtually all the current ones would have been moved or removed), allowing the Thief to have some genuinely good support and utility skills.
I think most of this is overkill and tweaking should be done in other ways, but I kind of like your idea of stealth being a profession mechanic that drains X initiative on use and then 1 per every Y seconds you stay in it. It would stop stealth bursting since you'd lose initiative while in it and start off at a disadvantage if you engaged immediatly.
It would probably make stealth too powerful though, so they should just integrate stealth better with the utlilties.
Originally posted by Beacker That is your opinion of the Thief. My friend was playing one and he loved it. To each his own. Maybe it isn't up to par with other classes but there are people out there who do enjoy it.
It's fun but oh good lord is it hard to finish them off. Their teleport and invisbility skill was broken beyond belief the last time I played.
Comments
Just because you are downloading a large update doesn't mean that update size is beign added to what you already have.
It could just be replacing things.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
When was the last time you used your client, because mine isn't downloading anything?
I downloaded yesterday, was huge.
Played in Stress test last Thursday was last time.
I normally check everyday. I last used it in the Stress Test last week.
its really no mystery what the files are. Its the final version of the game.
During beta test you dont need to include lvl 80 dungeons, lvl 80 DEs and all that jazz, but with the final client all that content has to be included.
The way mmo's were: Community, Exploration, Character Development, Conquest.
The way mmo's are now : Cut-Scenes,Cut-Scenes, solo Questing, Cut-Scenes...
www.CeaselessGuild.com
Badaboom likes this!
Play for fun. Play to win. Play for perfection. Play with friends. Play in another world. Why do you play?
Bug fixes and tweaks probably, they replace the same files as they have the same name.
Example
Jungle troll get a new sound saying "Smash smash.."
The file JungleTroll will be replaced with this updated file of JungleTroll.
Are you being sarcastic or doing it wrong? I can't tell...
It's probably a fair call. They do know that there some balance issues to iron out still.
Play for fun. Play to win. Play for perfection. Play with friends. Play in another world. Why do you play?
Option #3: I'm completely serious and have reasons for being so. I had fun with every profession I tried except the Thief. And since you asked:
I patch up everyday too, which is completely insane as I have to format in a couple of days!
But then again... *twitch*
I'm ok... really.
And I won't argue with that... people do enjoy it.
In fact, most of the people complaining on the official forums were doing so because they enjoyed the class and wanted to see it improved. I wrote a huge post on how it could be fixed because I love the class concept. I wouldn't have bothered if I didn't think the profession could be fun to play.
All the pieces are there, they just need to be rearranged a bit, IMO.
And if I'm honest with myself... the truth is, I'll probably play a Thief even if it is still "broken" at launch. I keep telling myself that I won't, that it isn't worth it, but I probably will do so anyway.
Yeah. My idea, in a nutshell, was to make Thieves use cooldowns, but have the option to use Initiative to reset those cooldowns.
Then, to prevent the spamming scenario you see at present, one would have to have other, equally viable options to use their Initiative on.
So I said that Stealth should become a purely defensive/positioning skill (i.e. you can't attack from it) and activated by a single class mechanic skill which drains Initiative on use (F1). Also, Traps would become a third slot class skill, functioning much like Ranger pets, and require Initiative to set (F2).
Steal would then be able to remain as is, but slotted to F3.
So basically, Initiative could be used to allow skill use freedom, just like now, but also used for CC and/or defense via Stealth. Much more engaging, IMO, and a bonus instead of a limitation.
Venoms would then become inherent with weapon skills, and be improved by the Deadly Arts line (after all, stacking most of the venoms is pointless anyway - why have a seperate utility for them?). The added effects would then be balanced out by their cooldowns. (Also nice, here, is that resetiing a venom weapon skill would, in most cases, automatically make the second skill use less effective thanks to stacking durations versus intensity.)
Thus you'd have a whole lot of empty utility skill space (since virtually all the current ones would have been moved or removed), allowing the Thief to have some genuinely good support and utility skills.
I think we are still missing a lot of files to download. They said you need 25 gigs to play GW2 and after all updates my folder is 14.2 gigs, which is almost the same I had for last BWE and stress test.
We might be still missing all the mid/high content.
Yeah, I guess they are relatively gimmicky, but other classes have many aspects that you could classify as gimmicky as well. I'm surprised you didn't mention poison sharing and how broken it is... That whole guardian valor trait-line seems utterly imbalanced to me. I think that needs a rework in general, or at the very least retributive armor needs to be toned down. I think the initiative system is working as intended to be honest and it sounds like you don't agree with the playstyle. I recall GW2 devs saying somewhere in a thief video awhile back that this system would force thieves to "pick their spots" in fights and have to make difficult decisions about when to use initiative and how... Based on the way they constructed the other classes, this does seem like it will be difficult to balance; however, other classes have limitations as well. For example, an elementalist relies heavily on attunement swapping and is penalized heavily, due to the relatively long attunement swap CD, if they make poor decisions. I have major gripes with the engineer personally, since it's my main. The whole utility spots need to be used for weapon swap paradigm is one that I am not overly fond with...I personally think this limits their ability to survivablity to a great degree. I started rambling, but I'll stop now
I think most of this is overkill and tweaking should be done in other ways, but I kind of like your idea of stealth being a profession mechanic that drains X initiative on use and then 1 per every Y seconds you stay in it. It would stop stealth bursting since you'd lose initiative while in it and start off at a disadvantage if you engaged immediatly.
It would probably make stealth too powerful though, so they should just integrate stealth better with the utlilties.
Actually in the hands of a skilled player the thief was a lethal knife last stresstest
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
It's fun but oh good lord is it hard to finish them off. Their teleport and invisbility skill was broken beyond belief the last time I played.