How to tone down thieves without nerfing 'damage'

How to tone down thieves without nerfing 'damage'

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Posted by: teviko.6049

teviko.6049

We all have our complaints about thieves and their almost immunity to damage in sPvP (with stealth).

Taking a lesson from Rift, how would people feel if stealth could not be applied in combat?? This would make the class a bit more squishy (perhaps need to rely upon more toughness/vit) and they would need to strategize to pull off these epic 10k backstabs??

Yes, this would nerf them without having the need to reduce their damage, so that when a thief pulls off this combo, he has done so at great risk to himself, true skill, and is truly a one trick pony until he can get away and reset for another ambush.

Also, if we have it so that thieves that take damage in battle are also popped out of stealth (remember the render bug), and once again, cannot re-enter stealth until he is out of combat – aside from the heal ability, which, admittedly, should be able to be used in combat, still cure conditions as it does, and cannot be broken on damage (yet you still take the damage) however, you cannot attack during this time. (it’s an oh kittenkill that you can use to escape and heal up, which I am sure was the ultimate design, not the offensive capability it was turned into).

This topic may be merge with thieves, but I wanted to make a seperate topic first to get some feedback before it was merged and buried in 17 pages of arguments.

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Posted by: Rottaran Owain.6789

Rottaran Owain.6789

Most stealth is 3-4 seconds long. What the hell is the point of stealth if I can’t use it in combat?

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Posted by: rickshaw.5279

rickshaw.5279

Where is this damage immunity in stealth trait. I’m clearly missing it because I still take damage in stealth. The authors Thief apparently does not. I would like to know this trick.

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Posted by: Animosity.5231

Animosity.5231

Silly idea. Every other game uses out of combat stealth, and their stealth classes are still QQ’d about. The reason ANet even did it this way was to avoid that. It obviously backfired, but people would still QQ about stealth, and Thieves would be screwed with only 3-4 seconds of it at a time. Totally screwed.

No, fix the rendering issue so the revealed debuff has a purpose, lower the coefficients, and Thieves will be fine.

How to tone down thieves without nerfing 'damage'

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Posted by: teviko.6049

teviko.6049

Where is this damage immunity in stealth trait. I’m clearly missing it because I still take damage in stealth. The authors Thief apparently does not. I would like to know this trick.

OMG

Let’s nitpick used words.

When I say damage immunity, you often can’t hit what you can’t see. Yes, you can swing wildly about and ‘guesstimate’ where a thief is in relation to you, which is normally behind you, but ifyou can’t see it, you can’t even approximate where to aim.

Plus, when a thief uses his heal stealth, he removes 3 conditions, which is HUGE, which means he can make a really quick and painless recovery to come back at you. In tis, he is all but invincible.

Butyes, let’s nitpick the word immunity.

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Posted by: Dual.8953

Dual.8953

1) We will nitpick “immunity”. Immunity is a strong word with an absolute meaning. Also people have been throwing around similar words in regard to stealth, this exaggeration has only been adding to the conflict concerning thieves.
2) I don’t agree with this idea. It’ll even more gravely harm non-BS thieves as opposed to Glass Cannon BS thieves. Glass Cannon BS theives generally only strike when all thier skills are ready, avoiding combat until that point. So I agrue that it wouldn’t effect them very much, in fact if you get their conventional stealth can still got D/P and combo HS with BP to achieve stealth. As that stealth is the result of a combo field.
Which leaves this would effect everyone else. Sword builds would likely suffer the worst lacking a leap. S/P may still be used for PW and because of BP but BP has a pretty high cost. S/D’s survivability would suffer greatly, and it already has lackluster damage. D/D would probably carry Smoke Wall so they’d be able to BS still. The ranged sets would suffer a bit, not as much as swords.
To sum it all up, getting rid of mid combat stealth would actually encourage more Glass Cannon Backstab builds, other melee options would prove very inefficient.
(Imo this nerf would turn Thieves into squishy pseudo-warriors that only excel at bursting single targets and completely useless in a team environment aside from being suicide bursters.

Registered Altaholic
Part-time Kittenposter

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Posted by: Volrath.1473

Volrath.1473

Sure man I’m a thief and I could live with that change. BUT as you mentioned Rift as an example let me tell you that in Rift assassins have PERMANENT stealth and an in combat stealth with invulnerability in it. So yah if this comes to the thief in GW2 I won’t mind at all.

FYI, my assassin in Rift kills stuff in 1,5 sec (global cool down) with backstab + serpent’s strike.

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Posted by: teviko.6049

teviko.6049

Sure man I’m a thief and I could live with that change. BUT as you mentioned Rift as an example let me tell you that in Rift assassins have PERMANENT stealth and an in combat stealth with invulnerability in it. So yah if this comes to the thief in GW2 I won’t mind at all.

FYI, my assassin in Rift kills stuff in 1,5 sec (global cool down) with backstab + serpent’s strike.

I didn’t play assassin spe in rift, but I did play a stealth class. I know how to operate and be much more…aware of what I was going into, not just popping a Stealth when I couldn’t kill my opponent. I had to be sure of teh kill, or else get out of there or be content to eat a death.

That’s why I borrowed that from Rift. Stealth, aside from the heal, could be implemented in such a way that they just can’t chain stun stealth and be virtually impossible to kill.