It's about time thieves stand up
Wouldn’t this get a better reception in the Thieves forum? Just a friendly suggestion. =)
I think the problem with the class shows itself when people starts speccing with the idea that they should do huge burst of damage to kill and hope that they don’t die in the process… because that’s when Stealth becomes a problem. We can deal a LOT of burst damage and our “defense mechanic” is possibly the best of all the classes (at least it’s my personal favourite).
That’s when you have people complaining about stealth, and the thieves are complaining about supposed lack of defenses. You can’t nerf the damage because then thieves wouldn’t be able to kill, and you can’t nerf the stealth because then thieves wouldn’t be able to kill.
So ArenaNet has to find a way to discourage the “one-trick pony” play. It’s a valid strategy, I agree… but it’s not worth balancing for.
I’m playing a pressure/support thief and, while none of my stats really stand out (even my stats are sneaky), I do a very large contribution to the team so I really don’t see any real issue with the class. I think it’s perfectly fine as in.
But I see where the complains (on both sides) are coming from.
The Initiative system really messes with Thieves a lot. In some ways they are too good, but they are also brokenly bad in most ways.
They don’t have a broad enough weapon selection as it as, and Pistols and Shortbows are very lackluster in general (though SB can shine very situtionally). This is due in large part to them having weak autoattacks, which is a very critical problem with thieves in particular because all of their other skills share a resource.
Stealth is very problematic – it works a bit too well in PvP and not nearly well enough in PvE. It’s moduled more as an offensive tool than a defensive one, which is a problem given how squishy they are. The terrible downed state and lackluster sustained DPS combines to make the class extremely pigeon-holed in the area of burst damage builds to be very playable.
Meh.
I speak for the underground thieves’ collective when I say “bring it on,” I suppose.
Great class. Doesn’t need much help, doesn’t need much nerfed… won’t complain when either come down the pipe.
poof
Thieves have constantly been standing up since forever. :/
There are no devs that main Thief though so we have no one to relate to us.
Our stealth is our main source of survivablility.
Once i’m visible, I start to die very quickly. The only other thing that saves me is my S/P to daze and stun them.
Our stealth is our main source of survivablility.
Once i’m visible, I start to die very quickly. The only other thing that saves me is my S/P to daze and stun them.
Yes. Except it doesn’t work as such very well in PvE especially.
Our stealth is our main source of survivablility.
Once i’m visible, I start to die very quickly. The only other thing that saves me is my S/P to daze and stun them.
Yes. Except it doesn’t work as such very well in PvE especially.
Exactly, Thieves at the moment are one hit wonders. In PvE, it’s difficult to do any kind of melee (only against trash mobs). In boss fights, 90% of the time I use ranged so I don’t get 1 shotted.
I used to main a thief. Then I found with the new ranger specs I could win 1v3s 98% of the time, deal alot more damage and have substantially more survivability.
I’ve already stopped actively playing until thieves get a buff.
Perhaps the biggest problem is that thieves aren’t rewarded enough (if at all…) for being skilled. The most effective way to kill someone (at least before the patch) requires literally 3 button presses. CnD, Steal, Backstab. The next most effective way requires spamming 2 until you run out of initiative or your enemy dies. Boring as hell, and the main reason I don’t run D/D.
Would like to see more risk-reward gameplay added. A few examples of what I mean:
1. Reduce the hitbox on being “behind” someone, but cause backstab’s damage to scale cleanly depending on how to close to the “back” you are.
2. Replace the “gain might on dodge” trait with “gain might for each successfully evaded attack”. Perhaps move it up the tree a bit.
3. Headshot deals additional damage (like 2-3k on crit) upon successfully interrupting an attack.
People against thief stealth, stealth is the primary defence of thieves. Without protection, or a reliable regen (1 trait does not solve the issue as a whole) we NEED something like stealth. THe problem is, many people can’t l2p and when they don’t think there is a counter for stealth, they call it op. It isn’t op, its the kinda thing that makes players think. If you can’t predict the movement of someone who is running straight at you and then goes stealth, well bad news for you.
I made a thread in the thief sub-forum called,“Ask a thief”. If you need advice, post there. Share your story, come back here for more advice. In the end, ask a thief. Don’t assume they are unkillable as they most certainly arn’t.
break. I feel like they should be back by now..”
Some nice opinions, thanks for sharing.
I’ve already stopped actively playing until thieves get a buff.
Perhaps the biggest problem is that thieves aren’t rewarded enough (if at all…) for being skilled. The most effective way to kill someone (at least before the patch) requires literally 3 button presses. CnD, Steal, Backstab. The next most effective way requires spamming 2 until you run out of initiative or your enemy dies. Boring as hell, and the main reason I don’t run D/D.
Would like to see more risk-reward gameplay added. A few examples of what I mean:
1. Reduce the hitbox on being “behind” someone, but cause backstab’s damage to scale cleanly depending on how to close to the “back” you are.
2. Replace the “gain might on dodge” trait with “gain might for each successfully evaded attack”. Perhaps move it up the tree a bit.
3. Headshot deals additional damage (like 2-3k on crit) upon successfully interrupting an attack.
I’m really not sure what you mean by this post. You said you stopped playing thief until they got a buff. Nothing you said in there is an actual buff though.
And that back stab idea is not good at all imo. If you take into account of the variables not in your control like latency, you would really destroy thief back stab viability as this is the internet and is not stable 100% the time.
Right now, I also disagree on no risk/reward for thief. In this game you can actually face-stab something for little or no damage and mess up your setup, put reveal up and cripple your fight. ~Just to name pretty risk/reward thing for running back stab.
Also heartseeker spam does not win fights, I think the large misconception is people getting hit with 2-3 after hitting 50% health and exaggerating the “you hit 22222 and win”.
Its a finisher, and it’s doing its intended job of finishing the target after certain health percentage.