The devs in charge of core balance said themselves on Ready Up that “if you believe thief is OP, you do not play one.”
Funny coming from them. It is hilarious how clueless they are about issues of some classes almost as if they didn’t play them at all – not to say that they don’t but sometimes it sure does feel that way
It’s not funny at all. That’s the main reason they keep nerfing the Thief, they don’t play the profession thus they think it is OP.
Some of us are less concerned with strictly “op” and gameplay. Don’t forget how Turret engineers felt. Design can be a real turn off. Feeling lien your enemy can dip whenever doesn’t feel great, especially as a slow profession like Necromancer. And in some cases, yes, Thief design currently is OP, it does push many zerkers out of use.
Are you sure that the problem is the Thief and not the zerker items?
Would you still feel that way if zerker does not exist?
Really hard to tell. But in a game where objectives are HIGHLY important, mobility to the point of getting from place to place in a third of the time really causes a design block for certain classes that can’t really be overcome (Necro/Mesmer) which hurts their usefulness as a roaming role. Maybe not full mobility balance, but that gap needs closed in many ways.
Secondly, I feel shadow arts of way too toxic by design. I offered a (very rough) alternative to some of the more problematic traits in Shadow arts that I feel would benefit both sides of the debate but it was completely ignored. Thief need better staying power and/or alternative role options and players just want thieves to stop camping stealth and resetting fights until they get the jump they need (which goes beyond just conquest as we move into SH and even wvw roaming).
Some suggestions were:
Change Shadow Rejuvination to “Gain shadow Rejuvination when you land a successful stealth attack which heals and gains initiative every 2 seconds over 6 seconds. (Slightly reduced base healing, increased scaling from HP).”
- This reduces the need for stealth camping and even gives thieves a unique way to combat “tank” using stealth as an active form of defense.Change Shadow Resilience (50% reduced damage in stealth trait) to "Shadow Cloak: Gain protection for 3(4?) seconds upon leaving stealth. This effect had a 5 second cooldown.
And Shadow’s Embrace to: Successful stealth attacks transfer two conditions to your enemy.
Obviously, it’s a very rough list of ideas, but the idea is to discourage camping and reward effective use of stealth while giving thieves a bit of staying power. I feel this is more proactive design would be much better received.
Those are some nice ideas however here is an issue I see with them. They would actually make the thief more powerful than it already is just to get rid of stealth camping.
In Conquest stealth camping means you’re doing nothing for your team points wise. Fighting 1v1 on a point as soon as the thief goes in stealth the opponent starts capping that point. Even thought it’s needed for the bursty backstab it is actually helping the other team by going into stealth. Instead what you are suggesting is instead of the thief having to stay in stealth and not help with point capture is to make them want to come out of stealth more often and faster to be more effective killing machines.