Thief gets left out again
TBH it’s a good thing, be happy there isn’t another nerf.
In a way, they haven’t left the thief out… they’ve blessed it with not smacking it with a nerf bat this round. Are you trying to get that undone by asking for more?
(edited by Zero Day.2594)
Thief is a solid class. Doesn’t need changes.
I’m not coming back, not that you care.
Let’s balance thief:
- increase attack speed of Dagger’s Auto Attack by 50%
- increase duration of evade on Death Blossom by 100%
- increase duration of stun effect of Basilisk Venom by 200%
- increase base HP by 5 000
- decrease Reveal debuff by 50%
- increase base Initiative amount by 5
- decrease Heartseeker initiative consumption by 2
- Shadow Refuge will stack Stealth for 5 mins
did I forgot to add something?
(list)
did I forgot to add something?
That’s not how you spell
- Venoms less reliant on venomshare or redesign Venoms outright.
- Profession less reliant on stealth in terms of survivability.
- Remove Last Refuge and Hard to Catch.
- Buff/redesign the 60% of traits that nobody uses.
- Give p/p a purpose.
- Fix ALL the bugs! _o/
“Please stop complaining about stuff you don’t even know about.” ~Nocta
I think the joke flew right over your head.
You just never saw it.
The venom cd reduction would be great if the 6th effect on Lyssa runes were correspondingly reduced to 40 seconds.
Never mind the listed bugs on scorpion wire, the biggest problem is that it gets “obstructed” if there’s a slight incline, an anthill, or a light breeze in the way. Also, when there’s a terrain issue, targets will often teleport back to their original position after being pulled. It’s basically a teef’s version of iLeap. Shame, too, because I’d love to use it if the bugs were fixed.
Thief is in a decent spot atm that’s probably why there weren’t to many changes.
Highest ranked reached 28 soloq
Isle of Janthir
Thief is in a decent spot atm that’s probably why there weren’t to many changes.
Decent but compared to what the community wants, horrid. You’d think there would be viable diversity by this time and some attention to useless/bugged traits and utilities but nope.
Same class, just a different patch.
break. I feel like they should be back by now..”
Let’s balance thief:
- increase attack speed of Dagger’s Auto Attack by 50%
- increase duration of evade on Death Blossom by 100%
- increase duration of stun effect of Basilisk Venom by 200%
- increase base HP by 5 000
- decrease Reveal debuff by 50%
- increase base Initiative amount by 5
- decrease Heartseeker initiative consumption by 2
- Shadow Refuge will stack Stealth for 5 mins
did I forgot to add something?
stop going off topic. I am asking for a venom rework, what you type is purely irrelevant. Please make an effort to do a useful suggestion or dont comment at all.
Thief is in a decent spot atm that’s probably why there weren’t to many changes.
Do you play thief? There are so many things broken about thief and almost all the other things are not viable (never were or not anymore). The only things that remain for tpvp are d/p power build since s/d is almost a joke now but even these meta builds camp with tons of bugs related to steals and teleports.
Thief is in a decent spot atm that’s probably why there weren’t to many changes.
Do you play thief? There are so many things broken about thief and almost all the other things are not viable (never were or not anymore). The only things that remain for tpvp are d/p power build since s/d is almost a joke now but even these meta builds camp with tons of bugs related to steals and teleports.
Like what is broken and how?
So far about fixing this and that build I find it that people simply struggle with using them, since there are those people who use builds like Venom and are quite good with them.
I wrote this analogy couple of months ago, after the last preview update. Will admit it doesn’t make sense in places, but I think it still mostly applies the current state of venom. It’s worth a cringe worthy laugh
Don’t know about anyone else, but I’m just not a fan of the mechanics of venoms. And these little update are not really convincing me otherwise. At this point I’m not using venoms out of spite more than anything.
With this preview, seeing the change to venomous aura and having it being talk about again reminded me of when they add Skelk Venom.
One of the devs (karl i think) said on a stream back then that “Venom’s were almost there”.
I would to say they are not almost there, they have no idea where they are going, they are just as lost as the day they started.
They are being driven around in a thing called venomous aura. They wish they had their own vehicle but they can’t afford it, and it’s better than walking.
Skelk venom didn’t change anything when he joined, it has no idea either. A bit slow in the head, but at least he brought drinks and snacks.
They have Basilisk Venom driving, who is a fast driver, and that has gotten him ticketed a few times.
Last time they got pulled over his hot girlfriend Lyssa got arrested, so now he is kittened.
These updates are basically pit stop for gas, which allows them to let people know they still exist. When they ask where they are, no one really talks to them.
When someone does give them any direction, they get long lengthy instructions which they soon forget as they get back into the car.
https://forum-en.gw2archive.eu/forum/professions/thief/Venom-Road-Trip/first#post4281070
Proposed Critical Strikes Master Trait Buff
Critical Haste: You have a chance to gain quickness on a critical hit
*Increase Quickness duration from 2secs. to 3secs. increase trigger chance to 50%
Combo Critical Chance:Dual skills have increased critical-hit chance.
*Increase Critical Chance from 5% to 7%
Signet Use:Gain initiative when activating a signet. Reduces recharge on signets.
*Increase Initiative Gain from 1 to 2
Proposed Critical Strikes Master Trait Buff
Critical Haste: You have a chance to gain quickness on a critical hit
*Increase Quickness duration from 2secs. to 3secs. increase trigger chance to 50%
Combo Critical Chance:Dual skills have increased critical-hit chance.
*Increase Critical Chance from 5% to 7%
Signet Use:Gain initiative when activating a signet. Reduces recharge on signets.
*Increase Initiative Gain from 1 to 2
Detour?
Also the signet trait was nerfed long ago because our base initiative regen was buffed. I doubt they would revert that one.
break. I feel like they should be back by now..”
Let’s balance thief:
- increase attack speed of Dagger’s Auto Attack by 50%
- increase duration of evade on Death Blossom by 100%
- increase duration of stun effect of Basilisk Venom by 200%
- increase base HP by 5 000
- decrease Reveal debuff by 50%
- increase base Initiative amount by 5
- decrease Heartseeker initiative consumption by 2
- Shadow Refuge will stack Stealth for 5 mins
did I forgot to add something?
The win button… duh.
Thief is in a decent spot atm that’s probably why there weren’t to many changes.
Decent but compared to what the community wants, horrid. You’d think there would be viable diversity by this time and some attention to useless/bugged traits and utilities but nope.
Same class, just a different patch.
Yup… not to mention viable role diversity. Sorry guys I dislike roaming in WvW.
At least they remembered your class existed and didn’t have to wait for the sidebar to light up with aggravation and complaints.
Some of the complaints here are a bit comical. You need to broaden your scope of view beyond the profession. Scorpion wire is not specifically bugged. All pulls are bugged. It is a mechanical problem, not a skill specific bug.
https://www.youtube.com/watch?v=6q3em9s5I4c
@the pulls thing, you think scorpion wire is buggy go try spectral grasp
S P E E D Starr #0 Necro NA or
I Am NeXeD awful d/D ele NA
All pulls are bugged. It is a mechanical problem, not a skill specific bug.
I really hope that’s the reason. That they’re trying to solve a core issue as opposed to per skill. Hence the time it’s taking.
All pulls are bugged. It is a mechanical problem, not a skill specific bug.
I really hope that’s the reason. That they’re trying to solve a core issue as opposed to per skill. Hence the time it’s taking.
I think everyone hopes they solve core problems on pull skills
https://www.youtube.com/watch?v=6q3em9s5I4c
Guardian signets, spirit weapons, and basically everything else that isn’t bunker or meditations all say hi.
Proposed Critical Strikes Master Trait Buff
Critical Haste: You have a chance to gain quickness on a critical hit
*Increase Quickness duration from 2secs. to 3secs. increase trigger chance to 50%
Combo Critical Chance:Dual skills have increased critical-hit chance.
*Increase Critical Chance from 5% to 7%
Signet Use:Gain initiative when activating a signet. Reduces recharge on signets.
*Increase Initiative Gain from 1 to 2
Critical Haste for that duration would have to be grandmaster judging by the nature of the trait system in general.
D: It is sad though… ever since the dawn of power rangers… there has been less thief QQ on forums. I miss that.
D: It is sad though… ever since the dawn of power rangers… there has been less thief QQ on forums. I miss that.
well that’s because thieves have been hit with the nerf hammer almost every single update since launch, not only is there not much to QQ about but also you don’t see many of them as you use too, most move on, like to the ranger for example.
D: It is sad though… ever since the dawn of power rangers… there has been less thief QQ on forums. I miss that.
well that’s because thieves have been hit with the nerf hammer almost every single update since launch, not only is there not much to QQ about but also you don’t see many of them as you use too, most move on, like to the ranger for example.
A lot of people still think thief is OP, they usually see someone that has been playing thief since launch and assume, everyone can do that well. Even now I see these gems in map chat.
D: It is sad though… ever since the dawn of power rangers… there has been less thief QQ on forums. I miss that.
well that’s because thieves have been hit with the nerf hammer almost every single update since launch, not only is there not much to QQ about but also you don’t see many of them as you use too, most move on, like to the ranger for example.
A lot of people still think thief is OP, they usually see someone that has been playing thief since launch and assume, everyone can do that well. Even now I see these gems in map chat.
that is just people venting fustration that they find Stealth annoying but that don’t lable it as op , furstration/irrational thinking does.
thiefs aren’t op just annoying to fight against and people should learn that difference.
D: It is sad though… ever since the dawn of power rangers… there has been less thief QQ on forums. I miss that.
well that’s because thieves have been hit with the nerf hammer almost every single update since launch, not only is there not much to QQ about but also you don’t see many of them as you use too, most move on, like to the ranger for example.
A lot of people still think thief is OP, they usually see someone that has been playing thief since launch and assume, everyone can do that well. Even now I see these gems in map chat.
Because it’s WvW, stealth thieves are still one of the easiest and best roamer of all.
the imporatnt nerfs arent applied to PvE and WvW. such as 4 seconds stealth debuff.
all of this qq about teefs makes me laugh.
meanwhile necros have had one of their primary class mechanics (siphons) broken since launch, the design philosophy that necros shouldnt be mobile or stable is a failure if it doesnt have any sustain, passives are incredibly powerful, and the one power build is a one shot wonder (oh no ill never dodge that 1 second cast time immob).
The venom cd reduction would be great if the 6th effect on Lyssa runes were correspondingly reduced to 40 seconds.
Never mind the listed bugs on scorpion wire, the biggest problem is that it gets “obstructed” if there’s a slight incline, an anthill, or a light breeze in the way. Also, when there’s a terrain issue, targets will often teleport back to their original position after being pulled. It’s basically a teef’s version of iLeap. Shame, too, because I’d love to use it if the bugs were fixed.
recently if i try to pull people off a castle wall they port back on top of the wall lol
(edited by caveman.5840)
all of this qq about teefs makes me laugh.
meanwhile necros have had one of their primary class mechanics (siphons) broken since launch, the design philosophy that necros shouldnt be mobile or stable is a failure if it doesnt have any sustain, passives are incredibly powerful, and the one power build is a one shot wonder (oh no ill never dodge that 1 second cast time immob).
Would you rather have siphons be kept broken or have other things slowly made worse over time to put them on par with siphon?