Overview of the Thief class (past changes)

Overview of the Thief class (past changes)

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Posted by: jkough.7316

jkough.7316

In my opinion, all the nerfs were right. So are the buff (excluding FS).

1. Pistol Whip: it isn’t all about damage. Pistol Whip has also two utilities. It was able to deal the DPS of Hundred Blades (obviously considering its shorter duration) while having an evade and a stun in it. That skill pretty much had anything. They decided to nerf the damage while mantaining its utility. Now the damage of Pistol Whip isn’t amazing, just average, but the utilities make the difference. An all-in-one skill isn’t healthy in any skillbar.

2. Dancing Dagger: that skill was ridiculous prior nerf. A couple of DD thrown at someone ressing another player were able to completely wipe them both. They nerfed the damage to be consistent on what the skill was supposed to be: an utility, a snare.
It is pretty useful against the one who are running away, especially when you consider that D/D lacks any form of movement impariment skills. The fact that the damage is insignificant now doesn’t mean that the skill hasn’t it’s use.

3. Cloak and Dagger: pretty much what I’ve said about DD. It is an utility and dealt also amazing damage. It was also the skill present in the backstab combo. Considering that an UTILITY SKILL was able to deal 5k+ damage prior the nerf, the damage adjusting seems fair to me.

4. Caltrops: be serious. That skill allowed to wipe an entire group of enemies while staying in stealth. It was incredibly easy to play and incredibly effective plus, when traited, any thief would be able to mantain caltrops on the floor almost 100% uptime. Adding this with the uncatchable trait, any bleed thief would wipe you while not going out of stealth a single time. The nerf was needed and thank god it came.

5. Mug: that skill dealt 5k damage instantly. Coupled with the backstab combo, any thief would be capable to deal 11k+ damage in a fraction of a second and then finish the target spamming heartseeker. That was sick. While they did not made Mug useless (2k heal is useless?), they just decreased its offensive capability (which thief surely doesn’t lack) while giving some devensive use.

Now Flanking Strike is too much effective. It completely punish the use of ANY BOON in this game and some professions completely rely on them to be effective.
An S/D thief has more boons of a Guardian, an Ele and more might stacks than an HGH engi.

Nerfs are as needed as buffs. If ArenaNet left the game as it is, we would see only the same overperforming profession in both PvP, WvWvW and PvE, killing, in fact, any form of game variety.

So stop cry about nerfs and get used to play into a balanced environment.

You lost all credibility you might have had when you said Thief, overperforming and PvE all in one sentence.

Pancake Boy

Overview of the Thief class (past changes)

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Posted by: jkough.7316

jkough.7316

Also the post missed the nerf to teleports. You know, the thing that made 10k hp and 0def acceptable

Pancake Boy

Overview of the Thief class (past changes)

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Posted by: Zenith.7301

Zenith.7301

In my opinion, all the nerfs were right. So are the buff (excluding FS).

1. Pistol Whip: it isn’t all about damage. Pistol Whip has also two utilities. It was able to deal the DPS of Hundred Blades (obviously considering its shorter duration) while having an evade and a stun in it. That skill pretty much had anything. They decided to nerf the damage while mantaining its utility. Now the damage of Pistol Whip isn’t amazing, just average, but the utilities make the difference. An all-in-one skill isn’t healthy in any skillbar.

2. Dancing Dagger: that skill was ridiculous prior nerf. A couple of DD thrown at someone ressing another player were able to completely wipe them both. They nerfed the damage to be consistent on what the skill was supposed to be: an utility, a snare.
It is pretty useful against the one who are running away, especially when you consider that D/D lacks any form of movement impariment skills. The fact that the damage is insignificant now doesn’t mean that the skill hasn’t it’s use.

3. Cloak and Dagger: pretty much what I’ve said about DD. It is an utility and dealt also amazing damage. It was also the skill present in the backstab combo. Considering that an UTILITY SKILL was able to deal 5k+ damage prior the nerf, the damage adjusting seems fair to me.

4. Caltrops: be serious. That skill allowed to wipe an entire group of enemies while staying in stealth. It was incredibly easy to play and incredibly effective plus, when traited, any thief would be able to mantain caltrops on the floor almost 100% uptime. Adding this with the uncatchable trait, any bleed thief would wipe you while not going out of stealth a single time. The nerf was needed and thank god it came.

5. Mug: that skill dealt 5k damage instantly. Coupled with the backstab combo, any thief would be capable to deal 11k+ damage in a fraction of a second and then finish the target spamming heartseeker. That was sick. While they did not made Mug useless (2k heal is useless?), they just decreased its offensive capability (which thief surely doesn’t lack) while giving some devensive use.

Now Flanking Strike is too much effective. It completely punish the use of ANY BOON in this game and some professions completely rely on them to be effective.
An S/D thief has more boons of a Guardian, an Ele and more might stacks than an HGH engi.

Nerfs are as needed as buffs. If ArenaNet left the game as it is, we would see only the same overperforming profession in both PvP, WvWvW and PvE, killing, in fact, any form of game variety.

So stop cry about nerfs and get used to play into a balanced environment.

You lost all credibility you might have had when you said Thief, overperforming and PvE all in one sentence.

Thieves overperform in PvE alongside warriors. They don’t do the cleaving of warriors, but they have better single target damage and burst in pve, which means that you bring 2 warriors/mesmer/thief/guardian for balanced groups, and if you don’t need defense you substitute the guardian with another thief.

Thieves and warriors blow every other class’s damage out of the water in PvE, it’s not even close. Thieves are just used less because you die more easily on them than the kitten kitten warrior who can tank a big hit.

And for all the complaint about these nerfs in tpvp, they were done for wvw and spvp reasons.

It’s not about learning to counter a thief. In WvW a thief is one of the best 1v1 specs, if not the best roaming spec because they don’t have to stay on a point or be forced into a team fight. They get full berserker stats with about an extra 60% crit damage and another whopping 10% from food for an extra 70% crit damage on their backstabs. And they can disengage at will because wvw is not a format that artificially encourages turtling on a point.

Go play hotjoins as a necro or warrior or guardian or ranger and see how fun it is to have a team made of 6 people who are either mesmers or thieves, and all it takes is 2 of them to gib even the best of bunkers in a few seconds.

You’ve got 2 dodges and stunbreaks are 45+ sec cd’s; the amount of times you are going to be jumped by a backstab thief happens many more times than that and you will die in a few seconds regardless of having 1800+ toughness.

spvp represents a minuscule portion of the pvp that happens in this game. That you want thieves made further overlords of WvW roaming and spvp cheesiness for the sake of seeing yourself equally represented with ele/mesmer is destructive for everybody else.

(edited by Zenith.7301)

Overview of the Thief class (past changes)

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Posted by: Archer Henchman.2534

Archer Henchman.2534

And for all the complaint about these nerfs in tpvp, they were done for wvw and spvp reasons.

Ding ding ding. We have a winner.

Overview of the Thief class (past changes)

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Posted by: Frenk.5917

Frenk.5917

Just don’t use thief at all in tPvP. I rerolled an engineer, much more powerful, more survivability, more group support. When I’m in a random tPvP and I have 2 thieves or more in my team I KNOW we’re going to lose.

Frenk – EU
All is vain

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Posted by: Goob.9752

Goob.9752

“A thief (Caed) made D/P very popular for thieves to fall back on for burst, and most jumped on it immediately. "

That must of came out of your kitten .. I read that and stopped reading the post

Goobs
Lvl 80 Thief
http://www.twitch.tv/goobs08

Overview of the Thief class (past changes)

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Posted by: EoNxBoNx.9213

EoNxBoNx.9213

“A thief (Caed) made D/P very popular for thieves to fall back on for burst, and most jumped on it immediately. "

That must of came out of your kitten .. I read that and stopped reading the post

What do you want me to say? There was a meeting between thieves and they all banded together in the shadows agreeing that D/P will be the next best thing?

Caed was the first thief I heard about that switched to D/P. I looked at his guide, for D/P. Did you make one?

“You’re either a Noob or a Pro your entire life, that’s life”
IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock

Overview of the Thief class (past changes)

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Posted by: Zenith.7301

Zenith.7301

You don’t need a guide to figure out D/P. The playstyle existed since beta. It just so happened that when CND could crit for 4k plus a backstab, the benefit of being immune to melee, free stomps, and unstoppable stealth were not deemed competitive with just globalling someone.

Just like S/D thieves existed in WvW prior to larcenous strike, simply because they ran a high sustained damage/stunlock build instead of a sheer burst build.

It’s just people need to be convinced by a forum post to play what they would have played earlier if they had been willing to experiment.

BM bunker rangers and dd eles existed during beta but their use only became popularized by seeing them pop more often in spvp.

(edited by Zenith.7301)

Overview of the Thief class (past changes)

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Posted by: EoNxBoNx.9213

EoNxBoNx.9213

You don’t need a guide to figure out D/P. The playstyle existed since beta. It just so happened that when CND could crit for 4k plus a backstab, the benefit of being immune to melee, free stomps, and unstoppable stealth were not deemed competitive with just globalling someone.

Just like S/D thieves existed in WvW prior to larcenous strike, simply because they ran a high sustained damage/stunlock build instead of a sheer burst build.

It’s just people need to be convinced by a forum post to play what they would have played earlier if they had been willing to experiment.

BM bunker rangers and dd eles existed during beta but their use only became popularized by seeing them pop more often in spvp.

You are missing the point. It is not that I or anyone had to look at a guide. D/D burst in tPvP was nerfed so it wasn’t viable. Someone (who shall be nameless) put a pistol on it. And it showed it to people.

If everyone kept their builds to themselves and forced people to learn things out themselves, this game would not be as fun. You don’t have a community for your game. You just have anti-social and selfish people that are extremely prideful in themselves and their builds and or strategies.

“You’re either a Noob or a Pro your entire life, that’s life”
IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock