Thief + Rifle = Sniper

Thief + Rifle = Sniper

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Posted by: draxynnic.3719

draxynnic.3719

For example, if you’re gonna have a scythe, there better be at least 2 classes that can make use of them aside from the necromancer(yes the rifle and longbow are currently exceptions to the rule(and they shouldn’t be)) and they need to aesthetically make sense. Whip/chain sickles, claws, and polearms , imho, would look ridiculous, then again thats up to Anet to pull off, not my mind. It’s just something I’d much rather see an NPC using than a player.

Longbows, shortbows, rifles, maces, and hammers are all currently only in use by two professions each. That’s being expanded, obviously, but two does seem to be the limit for a weapon to be justified.

I also don’t see why polearms would be ridiculous, and a genuine polearm weapon is one that could be employed by a number of professions (particularly if there’s something scythelike among them). However, thief wouldn’t be my first choice (or any higher than fifth at most) to get a polearm.

To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.

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Posted by: Geneaux.9547

Geneaux.9547

For example, if you’re gonna have a scythe, there better be at least 2 classes that can make use of them aside from the necromancer(yes the rifle and longbow are currently exceptions to the rule(and they shouldn’t be)) and they need to aesthetically make sense. Whip/chain sickles, claws, and polearms , imho, would look ridiculous, then again thats up to Anet to pull off, not my mind. It’s just something I’d much rather see an NPC using than a player.

Longbows, shortbows, rifles, maces, and hammers are all currently only in use by two professions each. That’s being expanded, obviously, but two does seem to be the limit for a weapon to be justified.

I also don’t see why polearms would be ridiculous, and a genuine polearm weapon is one that could be employed by a number of professions (particularly if there’s something scythelike among them). However, thief wouldn’t be my first choice (or any higher than fifth at most) to get a polearm.

Its to my understanding polearms are more like this: http://en.wikipedia.org/wiki/Pole_weapon

A role I think a ‘spear’ would be more suited for. Technically the game’s underwater ‘harpoon’(they should just call it a spear) as it kinda fits this category and name, for all intents and purposes. They should repurpose the weapon as a ‘spear’ for land combat if new weapon classes are still on the table.

“Man this jungle in the expansion better look so good it gives me flashbacks to Nam.”
Server: Dragonbrand
Guild: Knights of Ares [ARES]

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Posted by: draxynnic.3719

draxynnic.3719

There were a wide variety of polearms. Some were effectively spears, which may or may not have had additional blades. Some were converted scythes (note that said conversion often involved resetting the blade at a different angle to the haft – some of the GW1 scythes have this). Others are more axe-like, or essentially a sword blade on a haft.

Any polearm designed for swinging rather than stabbing could probably share animations with other polearms designed for swinging.

To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.

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Posted by: Terrahero.9358

Terrahero.9358

I think rifle will be VERY powerful, but initiative and casting time insanely decrease the effectivity( think double damage and time kill shot). But, who knows? Could bring in more traps.

I can already see you entering WvW, ready to pwn some noobs with dem stealthy 1337 sniper skillz BAM…
you just received 25K dmg from another sniper. You ded.
Well, another try, maybe sneak out of spawn area on another exit BAM… 25K dmg from somebody you didn’t see. It’s fun ey?
Can’t you see how much fun it is to get oneshot by someone without being able to react?

Whenever I see people wanting this kitten in MMOs, they forget that they are not alone in there. If you want unfair mechanics and advantages, stay in singleplayer games.

Disclaimer:
This post assumes Thieves get rifle. It assumes the rifle will be a power based weapon. It assumes the rifle will have high-burst abilities. It assumes these abilities scale better than Kill Shot. It assumes Thieves class mechanic is left unchanged. It assumes Rifle has high Stealth upkeep.

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Posted by: Rin.1046

Rin.1046

Personally, I would like to see more support added to the thief. While the thief can support, it is the most lacking role a thief has. They already have strong dps, control, evasion and mobility. So I would love whatever weapon & specialization we get to add more supportive tools.

Simplicity is complex.

Good feedback is key to getting the developers to listen to you.

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Posted by: Costeleta.7236

Costeleta.7236

Thief + Rifle = Sniper

We can dream right?

Oh god the 360 no scopes are coming to this game too

Just a nobody

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Posted by: Cenzuo.6328

Cenzuo.6328

A few people here are missing the point of a specialization. Just because the current thief is meant to be all sneaky and stealthy, doesn’t mean that the new specialization has to be also. Personally I would like to see thieves get offhand sword or greatsword and get a mechanic similar to assassins in gw 1 with combo skills and chaining skills into more powerful skills. Who knows, it’s all speculation

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Posted by: wasted.6817

wasted.6817

Sniper’s not so hot. Now, thief with a greatsword called… i don’t know ninja or whatever, that would be cool.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

The thief specialization will likely replace initiative with another profession mechanic. Even if the new weapon is a rifle, the new profession mechanic will say more about the specialization’s playstyle than the weapon will.

Initiative isn’t the class mechanic. Steal is.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: Rin.1046

Rin.1046

The thief specialization will likely replace initiative with another profession mechanic. Even if the new weapon is a rifle, the new profession mechanic will say more about the specialization’s playstyle than the weapon will.

Initiative isn’t the class mechanic. Steal is.

I beg to differ. Initiative dramatically changes the way the thief plays compared to other professions, so I think initiative is definitely one of the thief’s mechanics. We have steal, initiaitive and stealth skills as our 3 mechanics. Each one of these could change or be swapped for something else by the new specialization.

Personally, I hope initiaitive is not touched, as it is the main reason I main a thief and it makes them unique.

Simplicity is complex.

Good feedback is key to getting the developers to listen to you.

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Posted by: Hylox.9746

Hylox.9746

for a sniper class to actually work they would need to give it a base range of at least 2000 otherwise the enemies would be way too close and make it pointless to use a rifle especially since if modded correctly a ranger can have a range of 1500 which is extremely useful for fighting world bosses like tequatl cuz 1500 basicly puts you beyond most of the bosses range of attack. plus thieves have like the lowest health and toughness of the 3 adventurer classes to begin with and are pretty much useless outside of structured pvp cuz they just die way too fast… so having a base range of 2000 of a sniper might make playing a thief remotely rewarding and then i might actually think of using my thief again

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Posted by: BrunoBRS.5178

BrunoBRS.5178

The thief specialization will likely replace initiative with another profession mechanic. Even if the new weapon is a rifle, the new profession mechanic will say more about the specialization’s playstyle than the weapon will.

Initiative isn’t the class mechanic. Steal is.

I beg to differ. Initiative dramatically changes the way the thief plays compared to other professions, so I think initiative is definitely one of the thief’s mechanics. We have steal, initiaitive and stealth skills as our 3 mechanics. Each one of these could change or be swapped for something else by the new specialization.

Personally, I hope initiaitive is not touched, as it is the main reason I main a thief and it makes them unique.

initiative is too intrinsic to the thief weapons to be replaced.

steal is what ANet would refer to as the class mechanic though. you can tell because the 5th line’s main attribute is “steal cooldown”.

LegendaryMythril/Zihark Darshell

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Posted by: messiah.1908

messiah.1908

i hope my wish from year ago will come true rifle to the thief

we have close range weapon but none for long range

we fit so much in the sniper role with stealth abilities

range – max at 1500
initiative and ability – maybe the longer you channel the skill the more dmg you do and more range you get and more initiative spend
as it long range the less ability to negate dmg you have so i guess no evade skill
maybe 1 stealth skill with huge ini points
or take it with traps which also sound cool with sniper role

i hope it wont be like ranger pew pew skills then it will become boring

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Posted by: Orpheal.8263

Orpheal.8263

If the Thief Specilization is about improving the Thief’s ranged combat, giving it finally back an option to play with a 1200+ range weapon, then the Specilization should be like this:

Infiltrator

Longbow
- Needling Shot -
An Auto Attack, that pierces through enemies and deals Vulnerability Stacks plus additionally Bleedings, when hit from the sides or behind. Gain1s Quickness, if you hit foes from behind or the sides that are below 50% Health.

Stealth
- Splinter Shot –
You shoot a salve of multiple arrows in a a fan shape, where each arrow will explode on contact with somethign dealing AoE damage which will cripple foes and weakens them for each hit they take, making this skill a strong skill for making foes long crippled and weakened, if they stand too crowded around or if a foe gets hit by the full salve

- Keen Arrow -
Shoot at a foe with increased Precision and Ferocity, so wider away your target is
Every 100 Range this Attack will have +25 Precision and Ferocity. So at 1200 Range, thats a boost of +300 for Precision and Ferocity if you hit a target at max range with this skill.

- Oath Shot -
A Shot, after that you gain temporarely Vigor and Stability for a few seconds.
Your target will be marked. If that Target dies within the next 10 seconds, you and your nearby alliess will receive heals and Aegis.

- Poison Arrow -
Shoot an Arrow at a foe, that poisons that foe and lets the foe suffer also on a random venom too that lets the foe suffer either on Chill, Torment or Immobilize additionally.

- Marauder’s Shot -
A Shot, that removes up to 2 Boons from a Foe and gives them to you and five nearby allies plus deals increased damage for every removed boon.
——

New Healing Skill

- Dark Escape –
Throw a Smoke Bomb, which creates a big Smoke Cloud at the Ground Target, that stealths you and nearby allies for 5 seconds and heals you at the moment you enter the Smoke Cloud, while also blinding periodically foes, that stand inside the Smoke Cloud.

Removed and exchanged Utility Skills
Traps get removed and get therefore replaced by Espionage Tools.
So basically Tools like a Grappling Hook Crossbow, Throwing Weapons (Kunais, Shurikens), Cat Eye Lenses (Night Vision) to be able to see invisible things like stealthed foes and traps and somethign else that I leave open for ANet to decide ^^
Removes also the Signets of the Thief, as their effects get merged for this Spcilization into their new “Stigma Mechanic”
The four Signet Utilities will get replaced then with new “Ways” which are basically Stances that affect passively them and nearby allies like Way of the Fox, Way of the Lotus, Way of the Assassin and Way of Perfection
—-

Mechanic Change

Steals will get replaced with a Stigma System, which gives the infiltrator an advantage over foes, if those foes use alot of Signets in their builds.
Stigmas work in itself also like Signets for the Infiltrator, but when activated, they have a heavy influence on Signets of Foes, like deactivating temporarely passive effects, or forcing foe’s signets to activate and in generally weaknening foes around you, so more Signets they use or activate against you making the infiltrator a strong counter specialization againsnt any sheavy Signet Build.
But Stigmas work also against other passive mechanics, forcing foes to activate them, like Virtues.

Based on which Stigma is actively used, using Signets/Virtues around the Infiltrator will get punished differently, while also gaining different passive effects self based on which Stigma they use. 4 Stigmata would be given to the Infiltrator:

  • Stigma of Twilight
  • Stigma of Blood
  • Stigma of Disarming
  • Stigma of Cunning

How Anet use this concept theme, I let open to them.

New Elite Skill

- Shadow Form –
Become one with the Shadows for the next 10 seconds, receiving Stealths in which you can attack foes maximum 3x with 25% decreased chance for Critical Hits, without getting revealed. Gain Swiftness, Stability and Protection, while being in Shadow Form and when dodging, your Dodges become in this form short Shadow Steps that have a chance to teleport you into the back of nearby foes if you dodge at a range higher than 450 or away from a foe, if you dodge at their near in a range between 0-400.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

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Posted by: Kal Spiro.9745

Kal Spiro.9745

The thief specialization will likely replace initiative with another profession mechanic. Even if the new weapon is a rifle, the new profession mechanic will say more about the specialization’s playstyle than the weapon will.

Initiative isn’t the class mechanic. Steal is.

I beg to differ. Initiative dramatically changes the way the thief plays compared to other professions, so I think initiative is definitely one of the thief’s mechanics. We have steal, initiaitive and stealth skills as our 3 mechanics. Each one of these could change or be swapped for something else by the new specialization.

Personally, I hope initiaitive is not touched, as it is the main reason I main a thief and it makes them unique.

That’s true, it’s still not the class mechanic. There is a very easy way to determine the class mechanic. It’s the thing the fifth trait effects. The fifth Thief trait effects Steal, not initiative.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

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Posted by: BrunoBRS.5178

BrunoBRS.5178

snip

dude, you’re thinking waaaaay too specific. that’s not speculation, that’s coming up with your own version of it, and there’s a 1 in a million chance it’s even close to what we’ll get. speculate in broader terms.

LegendaryMythril/Zihark Darshell

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Posted by: A Massive Headache.1879

A Massive Headache.1879

Orpheal, assuming thieves got longbows and from the skills you mentioned, there should still be an element of risk/reward. Oathshot would to have a penalty if blocked or otherwise avoided. Needling shot shouldn’t be the auto attack, unless it did minimal damage, but moved faster when the target is below %50 health or something. Marauders shot should daze you after using the skill, or only if it hits. Splinter arrow should still be 1 projectile, but upon hitting does aoe damage. Poison arrow as you mentioned would be alright. Keen shot may as well be the same as long range shot, instead I propose Called Shot, which simply can’t be blocked and removes blind before it’s fired. Dark escape doesn’t need the stealth element, give it swiftness and snare removal, and a large aoe blind would be just fine.
Utility skills I like your suggestions, Grappling hook would be awesome if it pulled you to said location, Cat Eyes would be more reasonable if it only applied revealed buff, maybe in an aoe location. I think they should get Iron Palm, to cripple and knock someone down. The thrown weapon would be awesome if it stunned.
Shadow form I believe should inflict self weakness, but as well as giving swiftness, protection, stability, and vigor. Maybe be an actual form that has various escape tools available to them.
I don’t know how I feel about stigmas, the ability to deny passives sounds great, but would it be game breaking. Though now that I think about it, maybe they could steal the passive effects, not limited to signets(say if used against a guardian, maybe borrow one of the adept traits or depending on what you use stigmas on have a set bases for what gives what depending on each stigma. idk how you’d feel about that.

TL;DR, if you toned down your skills, added more risk while still being at range, and, while I didn’t actually mention this in my post, give them a little more for the team. I feel you have an excellent idea.

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Posted by: nikdik.1934

nikdik.1934

Of course all the OP Warriors are whining about Thieves getting a potential range bonus.