Thief traps

Thief traps

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Posted by: Cynz.9437

Cynz.9437

It is all well known how thieves have absolutely 0 chance vs guards and have hard times vs engis.

Given the latest additions to engi googles and and ranger revealed buff which adds hardcounter to any stealth based classes i think it is time to add hardcounters for guards for example, seeing as hardcounters like this apprently introduce “healthy and fun” gameplay.

I would suggest following changes.

Thief traps are known to be completely useless and undesired. I suggest traps to have additinal effects like:
- trap should apply debuff on guards causing them unable to use blocks or gain aegis for 10 sec
- traps should apply debuff on engineer forcing engineer turrets attack the engi and not his enemy for 6 sec and his grenades affect engineer as well

Traps probably will be still not used widely but will have their niche application just like engi googles.

All is Vain~
[Teef] guild :>

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Posted by: Tim.6450

Tim.6450

I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.

EverythingOP

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Posted by: Wyrden.4713

Wyrden.4713

someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)

its something!

and the engineer thing about explosions affecting himself would be too op u know..

just my ytb channel

FeintFate~

Thief traps

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Posted by: Cynz.9437

Cynz.9437

I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.

but that was the logic anet followed: something is underused, let’s slap hardcounter effect on it

someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)

its something!

and the engineer thing about explosions affecting himself would be too op u know..

that trapper build may work in wvw duels but that’s about it
and engi putting thief into 6 sec revealed is not OP~

All is Vain~
[Teef] guild :>

Thief traps

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Posted by: Wyrden.4713

Wyrden.4713

I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.

but that was the logic anet followed: something is underused, let’s slap hardcounter effect on it

someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)

its something!

and the engineer thing about explosions affecting himself would be too op u know..

that trapper build may work in wvw duels but that’s about it
and engi putting thief into 6 sec revealed is not OP~

the engi sacrifices too much for that 6 sec unrevealed

just my ytb channel

FeintFate~

Thief traps

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Posted by: Sagat.3285

Sagat.3285

Please say zerker glassy thief and not thief in general. There are ways to handle 6 secs of revealed on a non-glassy d/p trickery spec…some even take advantage….

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: NinjaEd.3946

NinjaEd.3946

I’d much rather have traps removed for something else. Also why are we suggesting any “hard” counters towards anyone? We should be advocating their removal not expand on them.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Thief traps

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Posted by: Zero Day.2594

Zero Day.2594

I’d much rather have traps removed for something else…

I second this. Give the traps to rangers (more) if you so want to keep them in the game.

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Join the TEEFs!

Thief traps

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Posted by: Sagat.3285

Sagat.3285

I’d much rather have traps removed for something else…

I second this. Give the traps to rangers (more) if you so want to keep them in the game.

How about no? Trap p/d was born of those runes I oppose!!!!!

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

Thief traps

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Posted by: Lucentfir.7430

Lucentfir.7430

lol…..and this changes nothing. I’d rather see something more useful for thief like more Initiative gain, or more % damage amplifiers when triggered, stuff that will make them interesting to play.

Reth Grimrazor – Charr Guardian – [GWB]Grim Warband – Tarnished Coast
Redgen Furyblaze – Charr Guardian – [SHD]Shade Warband – Tarnished Coast
Lerious Warhowl – Charr Warrior – [SHD] Shade Warband – Tarnished Coast

Thief traps

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Posted by: Cynz.9437

Cynz.9437

I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.

but that was the logic anet followed: something is underused, let’s slap hardcounter effect on it

someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)

its something!

and the engineer thing about explosions affecting himself would be too op u know..

that trapper build may work in wvw duels but that’s about it
and engi putting thief into 6 sec revealed is not OP~

the engi sacrifices too much for that 6 sec unrevealed

and thief wouldn’t if he took traps?

All is Vain~
[Teef] guild :>

Thief traps

in Profession Balance

Posted by: Wyrden.4713

Wyrden.4713

I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.

but that was the logic anet followed: something is underused, let’s slap hardcounter effect on it

someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)

its something!

and the engineer thing about explosions affecting himself would be too op u know..

that trapper build may work in wvw duels but that’s about it
and engi putting thief into 6 sec revealed is not OP~

the engi sacrifices too much for that 6 sec unrevealed

and thief wouldn’t if he took traps?

not as much as the thief does, i am someone who plays everything , not just engi, i play tiff either

each utility slot is as much if not more precious as a weapon for the engi, not just a single utility due to their class mechanic, most ppl even sacrifice any stunbreaks, cause they just cant take them into their build

engi without kits is unplayable (pvp or small scale roaming (thats what i do most)) idk about other gamemodes

thats also the reason why condi removal of engis is so weak

just my ytb channel

FeintFate~

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Posted by: Sagat.3285

Sagat.3285

lol…..and this changes nothing. I’d rather see something more useful for thief like more Initiative gain, or more % damage amplifiers when triggered, stuff that will make them interesting to play.

Condi d/d is weak,perplexity got boring at least there is a reason to even consider traps,stop thinking power condi specs exist as well.

Too much power variations of thief around…

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

(edited by Sagat.3285)

Thief traps

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Posted by: dancingmonkey.4902

dancingmonkey.4902

I would suggest following changes.
- trap should apply debuff on guards causing them unable to use blocks or gain aegis for 10 sec

Wouldn’t even scratch the surface on changed the battle. I would still destroy you with my guardian. I am not saying I would destroy thiefs in general. Just anything who thinks i need aegis to do it.

- traps should apply debuff on engineer forcing engineer turrets attack the engi and not his enemy for 6 sec and

Sure, as long as revealed makes all of your traps effect you, instead of the engineer. That is the equivalent of what you are asking. But sure, so few engineers use turrets, that no one will care, not to mention, I would simply stealth on my engineer and and laugh as I make a thief like escape.

his grenades affect engineer as well

We already have this, it is called confusion.

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Posted by: NinjaEd.3946

NinjaEd.3946

I’d much rather have traps removed for something else…

I second this. Give the traps to rangers (more) if you so want to keep them in the game.

How about no? Trap p/d was born of those runes I oppose!!!!!

The only reason these runes exist were to give rangers another thing to be excitied for, thief was just the fortunately in the crossfire and received the same treatment similar to the dagger aa hitting 2 targets now that necro got.

Thief traps still suck, and have no place in the thief kit. Thief is about reacting and adapting quickly, not sitting around a bunch of trigger effects waiting for someone to put mediocre debuffs on themselves. If I wanted that I’d play engineer turrets or minion mancer with staf or better yet, ranger trapper whose traps actually have results…

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Thief traps

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Posted by: Crowfear.1509

Crowfear.1509

but NinjaEd the runes a not bad vor fun build with thief

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Posted by: Raven.9603

Raven.9603

and engi putting thief into 6 sec revealed is not OP~

engineer builds are 3 kits or 2 kits+rocket boots, or turrets.

no one is actually taking goggles lol.

SBI | Oceans | Ranger – Thief – Ele – Eng – Nec – Guard – Rev
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds

Thief traps

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Posted by: dancingmonkey.4902

dancingmonkey.4902

and engi putting thief into 6 sec revealed is not OP~

No, not really.

Thief traps

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Posted by: Sagat.3285

Sagat.3285

I’d much rather have traps removed for something else…

I second this. Give the traps to rangers (more) if you so want to keep them in the game.

How about no? Trap p/d was born of those runes I oppose!!!!!

The only reason these runes exist were to give rangers another thing to be excitied for, thief was just the fortunately in the crossfire and received the same treatment similar to the dagger aa hitting 2 targets now that necro got.

Thief traps still suck, and have no place in the thief kit. Thief is about reacting and adapting quickly, not sitting around a bunch of trigger effects waiting for someone to put mediocre debuffs on themselves. If I wanted that I’d play engineer turrets or minion mancer with staf or better yet, ranger trapper whose traps actually have results…

Assasin if you play trap thief like trap ranger uninstall p/d is not the same as d/p.

Edit: It is kind of sad that we are using traps because of a runes but I can’t compare the playstyle to MM or turrets wich are only viable in conquest or even ranger traps which messes up the stealth bonus and the spec not being a reliable one either lol. While thief has stealth traits all around and p/d is know for it’s lack of mobility lol the effect was greater on thief than ranger,assasin.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

(edited by Sagat.3285)