my ideas for thieves

my ideas for thieves

in Suggestions

Posted by: Hurtappl.6405

Hurtappl.6405

My idea is that during fights every other class has to fight while being seen and constently being targeted. I play thief mostly and pretty much only WvW anymore. Stopped PvP’ing at rank 40 a few months ago and i am actually getting bored of WvW atm…. SO! I would like to be challenged to step up my thief gameplay and stop playing easy mode.

I honestly believe ppl should have a way to combat stealth, especially with how accessible it is. Thieves WILL still have the advantage over other classes because they can still drop target and (you will see) can go stealth again imminently as long as they didnt hit someone from stealth .. in which case if they did they would get the already in place – revealed debuff. This change would make the game more fun to me, stop ppl from crying, and teach thieves to be better players. It would force them to learn to dodge, keep CD’s ready, and calculate the risk of engagement just like every other class has too!

My ideas are!!
When a stealthed player gets hit it removes stealth but does not apply the revealed debuff. Very simple but it would give a more balanced feel and a way to combat stealth! I truely believe this would help the game..
Of coarse things that wont take you out of stealth are..
AoE fields
conditions
necro marks
guardian staff autoattck (lol that would be bad)
and chain attacks like ranger longbow or rifle warrior (as long as the first attack didnt hit you while in stealth)
ect.

another idea i have is change last refuge and make the player drop BLACK POWDER instead .. they could even gain stealth from that if they know how or are quick enough
reduce ini cost of CnD to 5

increase heart seeker to 3 ini and put a trait 25 to 30 points deep into the trickery line to decrease the ini of all #2 weapon skills by one.. this will make things a little more spammable but the thief would have to sacrifice something to get to it (most likly damage) and it would also make it harder for those d/p to be so cheezy!

shadow refuge should be a stealth pulsing area that does not give the revealed debuff.. it should work like this.. im in stealth in my shadow refuge and it is pulsing every second to give me stealth.. oops i get hit.. my stealth is gone.. pulse.. i have stealth again and they just gor blinded because i have it traited to blind on stealth WIN!

EXAMPLE OF THIEF ON THIEF: 1 thief CnD another thief but then gets CnD’ed.. oops the first lost his stealth but if he can guess where the other is on his next CnD he will have it and not the 2nd thief.

AND get rid of that stealth trap ANET! it is no longer needed.. (after you implement this) and the playing field is now fair game!

The bad thieves will crumble but the good will excel!!

Assassins never die.. because they never enter a fight they will have to run from!
SIGNED Pump The Brakes ( WvW thief from Deso ) better know as blondie

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

is nobody replying because you are all shocked and like.. WOW this actually makes sense! or is it because the trolls are like .. UMMMM? hmmm cant troll this next thread lol

my ideas for thieves

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Posted by: swinsk.6410

swinsk.6410

Conditions to pop you out of stealth? Yea so shadows embrace becomes useless. Don’t think you thought this one thru.

There is already counter to stealth. It’s called a trap.

I suggest if you want a more challenging game you play a different game.

I am personally tired of this class getting changed around every patch.

Just another noob thief…

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

I said conditions dont pop you out of stealth. I dont even know why i posted some constructive ideas. You thieves cant even make your own build or think for yourselves why did i think you could read? <3

my ideas for thieves

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Posted by: Stooperdale.3560

Stooperdale.3560

This would make the stealth line powerless in any aoe field that apply hits (like caltrops). It would restrict the designers hands too much if all world content had to be designed with the thief breaking implications of a damage field from any mob/trap/dungeon/event.

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

I SAID AoE field wont take away stealth bro.. lol’ing at you right meow

my ideas for thieves

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Posted by: evilapprentice.6379

evilapprentice.6379

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

your just a mad. and very scared thief.. prob one of the bads ones! you cover your emotions with layers but I’ll peel those layers away and eat your face <3 .. then your friends face

my ideas for thieves

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Posted by: style.6173

style.6173

The problem with your idea is that you make the thief completely useless in a zerg (where they are already the least useful class). All this would do is cause thieves to roam around picking off noobs and causing even more thief hate.

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

explain to me how it would make thief useless in zerg? what use is a stealthed thief in a zerg anyway?

my ideas for thieves

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Posted by: MightyMe.1356

MightyMe.1356

Sorry but it doesnt make muxh sense.
AOE won’t remove stealth,nor conditions,wells,symbols and so on…
So what will? Auto attack? In that case the change would have been expandble and poorly implemented.
I think reveal is balanced as it is right now, 3s is perfect as it gives the player a chance to take down the thief while still letting the thief maintain his fluidity.
It should be like that in pvp as well

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

no melee class can take down a d/p thief in 3 seconds!

my ideas for thieves

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Posted by: PearlGore.7419

PearlGore.7419

Please Don’t become a game dev.

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

so in other mmo’s if you get hit in stealth you lose stealth lol they usually have CD’s of like 90 seconds or until you get out of combat! in this game you can get back into stealth after 3 seconds and ppl are complaining that my idea will break it! HAHAHA its already broken guys! i just tryed to came up with a way to tone down stealth abuse, without abusing the revealed debuff! and for all you stealth abusing thieves i got traps!!!!! and i can out run you all <3 good game!

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

I have noticed nobody has a decent argument against this and ppl are trying hard to troll.. i just take it as a compliment that i did a good job at flushing out the bad, scared thieves!

my ideas for thieves

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Posted by: Hurtappl.6405

Hurtappl.6405

wanna hear something OP but pretty fun?
basilisk venom
immobilize thief trap ( start casting it than steal to your opponent)
knockdown thief trap (start casting it then use infiltrators signet)

after each of these im sure you know enough to move behind them and unload your dps

try it out

my ideas for thieves

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Posted by: Ghostwolf.9863

Ghostwolf.9863

Would break sneak attacks if the opposing player can just circle around and spam weapon-slot 1 to unstealth the thief. Allthough it doesn’t apply reveal, it makes a hard hit on initiative and stealth-utility.

And since you choose to compare this game to WoW I can also point out that you can’t swing around freely in the air in WoW with other than ground targeted AoE attacks or AoE attacks that uses the player center, which of all have a limit like cooldown or rage etc.

I think however someone bashing something invisible, should be alerted that he’s
bashing something invisible. Like that it shows up dmg or simply “hit”
and lets weapon-skill 1 move on to next in its chain.

Blackpowder instead of Last Refuge could work, but would only work well with
dagger mainhand thieves. And wouldn’t save others than that from ranged
kill attempts.

Shadow Refuge would be broken, since the pulses wont be able to stack stealth,
which it mainly serves best purpose for, all this since the opposing
player is able to spam attacks in the area with a 100% chance to hit the thief.

Deep trickery is useless for other than condition thieves.
And I would personally not want to see a decreased initiative usage on Infiltrators Strike and Shadow Return in balancing perspective, neither for cluster bomb..
Increased initiative usage on Heartseeker would create havoc for d/p thieves, would also ruin all other usages of
Heartseeker, and would strain thieves ability to execute low health targets.

“Put all your points from Critical Strikes to Trickery np! You will get plenty of condition dmg and lower steal duration for your D/D and D/P crit dmg build! And lose all other useful traits!”

As your intentions may be good to increase counterplay against stealth
and severely reduce the offensive way of using 2 2 2 2 2, this is not the way.

Here you go, a solid argument that critically strikes your groin.

Thief, Engineer, Mesmer – Seafarer’s Rest (EU)

(edited by Ghostwolf.9863)

my ideas for thieves

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Posted by: Super Riceman.8702

Super Riceman.8702

I think they can put stealth reveal only on certain stun breaks, that way there is a risk for the player that reveals the thief and it is a much harder decision for wanting to see them.
They can also only let the reveal-er see them so that there is still coordination required.

There would be risks for both sides and it would give certain skills a niche.
It would get people to use; utility goggles, elixir u, frenzy, quickening zephyr, haste, mantra of concentration, and whatever is least used for ele, guardian

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

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Posted by: Penguin.5197

Penguin.5197

I think they can put stealth reveal only on certain stun breaks, that way there is a risk for the player that reveals the thief and it is a much harder decision for wanting to see them.
They can also only let the reveal-er see them so that there is still coordination required.

There would be risks for both sides and it would give certain skills a niche.
It would get people to use; utility goggles, elixir u, frenzy, quickening zephyr, haste, mantra of concentration, and whatever is least used for ele, guardian

I agree with this one for the best way to counter stealth

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Posted by: Olba.5376

Olba.5376

My ideas are!!
When a stealthed player gets hit it removes stealth but does not apply the revealed debuff.

I am personally against this.

Firstly because Thieves are already haunted. If anyone sees a Thief, that will usually result in multiple people attacking him. A change like this would make his stealth useless.

Secondly because I personally love the moments when I manage to kill a Thief that has stealthed. Some call it lucky, but how often can you actually get a kill just by blinding smashing your skills? I would say that using your Auto-attack (if you lack gound-targeting AoEs) to detect a Thief is a level up in terms of player skill.

another idea i have is change last refuge and make the player drop BLACK POWDER instead ..

This I actually like. Black Powder has some serious potential.

However, I wonder about how that would funtion on a D/P thief?

reduce ini cost of CnD to 5
increase heart seeker to 3 ini and put a trait 25 to 30 points deep into the trickery line to decrease the ini of all #2 weapon skills by one.

Increase it to 3? It already is 3.

And I have to say I disagree with lowering Cloak and Dagger’s initiative cost. If you want to spam it all over the place, you should need to trait for it. I run Infusion of Shadow and Infiltrator’s Signet exactly for that reason.

shadow refuge should be a stealth pulsing area that does not give the revealed debuff.. it should work like this.. im in stealth in my shadow refuge and it is pulsing every second to give me stealth.. oops i get hit.. my stealth is gone.. pulse.. i have stealth again and they just gor blinded because i have it traited to blind on stealth WIN!

Or you could just get almost the same effect by not applying your suggested change to stealth in the first place. Except no blind spamming.

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Posted by: PopeUrban.2578

PopeUrban.2578

so in other mmo’s if you get hit in stealth you lose stealth lol they usually have CD’s of like 90 seconds or until you get out of combat! in this game you can get back into stealth after 3 seconds and ppl are complaining that my idea will break it! HAHAHA its already broken guys! i just tryed to came up with a way to tone down stealth abuse, without abusing the revealed debuff! and for all you stealth abusing thieves i got traps!!!!! and i can out run you all <3 good game!

In other games stealth is an endless toggle which completely defines the class and forces them to be scavengers with no other role options.

This game is a bit different, and stealth works differently. It’s okay.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ