I posted this in a thread in the Thief forums, but Ill give it a spot here as well.
I would like to say first off that the MAJORITY of the complaints about the thief class are an issue of not understanding even a minuscule amount about thief, as in not even testing it themselves in spvp, wvwvw and pve. Anet has made it very clear with their patches that they are not going to separate nerfs/buffs from PVE, PVP and w3. I do not want to use the “l2p” wording because there is a generation that likes to throw around statements like “l2p”, and “QQ”, and all it really shows is a lack of maturity on their side even if the person they are responding to is showing a lack of intelligence, or maturity as well.
In most other games, the rogue/thief/assassin class has always been one of the most difficult to balance (giving devs credit), because of perma stealth. The issue here is that since they decided not to go that route, they took the wrong direction in a lot of other areas when pertaining to the class. To put it simply, if you are going to create a class like this, you either have to build it with perma stealth and around the fact it is a stealth heavy class…. OR you have to build it around being out of stealth and easily engaged with stealth only as a fluff mechanic.
Well they built the thief around having stealth as mostly a fluff mechanic, but did not really build them, as a class, around being easily engaged(like why have positional AND stealth requirements ). This is why you see an uprising of player builds revolving around the hardest hitting ability in their arsenal and most likely ways to spam it.
With some of the bugs the class has being fixed I think the following changes would make the class feel more like what Anet was advertising them to be from the get go.
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—Backstab is renamed to Assassinate.
Base damage: 550
No longer has any positional requirements
(from 403 front, 806 back)
—Pistol Whip damage reduced by 30%, Self root has been removed, Stun has been replaced with a 1s daze.
—Animation speed(+channel speed) for Pistol whip, Slice, Slash, and Crippling strike have been quickened by roughly 25%.
—The ability Haste now only applies quickness for the next ability used (1 application) and gives the thief to cause 3 random conditions on the target with the next single ability as well. Cooldown and endurence modifications remain the same.
— Tactical strike now applies the blind and daze without positional requirement.
— Flanking strike now performs an evade and Shadowsteps behind the target.
— Vital shot animation/attack repetition speed quickened by 20%
— Black Powder now applies the smoke cloud around the target not the caster. Smoke cloud radius increased by 25%
—Cloak and Dagger range increased to 200
— Shadow return has been added to the Steal mechanic. Has it’s own icon and takes it’s place next to steal as F2. Ability is greyed out and only able to be activated after steal is used. (this is to give some fluidity to ranged builds)
Now keep in mind, these changes are with spvp, wvwvw, and PVE in mind. Testing a class out in spvp no longer suffices for making change/nerf requests since changes have been sweeping, effecting all aspects.
(Yes I have an 80 thief)
(edited by Knyx.5926)