First of all, I’d like to make it clear that this is sort of a QQ post about my choice of weapon set getting the nerf bat – I’ve played a D/P thief ever since the Dancing Dagger + Cloak and Dagger nerf (and after getting rekt by a hipster thief called Caed Aeterna who made me see the capabilities of what D/P could do). A QQ post as this may be, I’m not complaining about the rather unfair nerf to BP field 5. It’s something thieves will adapt to, no problem. Rather, with the post I wish to highlight the balance philosophy that drives ANet to make certain decisions, and hopefully get a reply from them with an explanation behind what they did and why they did it because I can’t make any sense of it.
About a year and a half ago, thieves used to live up to their “high burst/spike, squishy class” philosophy. We weren’t a class that could hold a point or assault one on our own. We aimed at getting around the map fast, using ports to get to high ground to scout positions and +1 fights to turn team fights in our favour. The way this was countered in high level team play is by calling out a thief’s position and being aware of where the thief was at all times. Mesmers used to be just as squishy back then as they are now, and in fact were primarily taken as close point holders, and thieves were a problem but nothing completely unmanageable because good teams could communicate where the thief was and have something like a valkyrie elementalist sit on him during the game to peel for their own squishes.
Then came S/D, and everything changed. Thieves were now assaulting far point, a la Jumper, and could still get out alive from 1v2s and 1v3s. Thief was no longer a “high spike, get in – get out” kind of class, but rather a team fighter that could camp mesmers and elementalists without taking any counter pressure and disregarding all sorts of positioning and such. As a result, we started shifting towards a bunker-ish meta that made the game unfun for everyone, thieves and bunkers alike. After months of the thief class running rampant with quite literally a broken spec, ANet decides it’s time to tone it down. But how is this managed? Not by sticking to the class philosophy of thief being a high burst class, but rather making it a class that could do sustain damage and still remain slippery as hell. The problem in question, imo, was always the sword #2 skill. However, with this latest patch, the thing ANet decides to nerf about the S/D thief is their on demand burst. Now this is something I simply cannot understand. Sure it “might” offer little more counter play for other classes, but as long as thieves know they can go ham and still have a way of escaping unscathed, that’s what they will do. You can still use your infiltrator return to LoS or move back to your team after you’ve unloaded all your damage onto someone or evade non-stop all the way back just to bait out enemy CDs, and this is something that really needs to be addressed. The new changes do not stop the sword thief from being the apex predator of everything that is berserker.
Now onto the D/P change that personally affects me. The blind field for pistol offhand was invaluable for securing stomps, and gave the thief his only chance of beating certain melee specs – warriors, beast master rangers, necromancers, thieves. Why was this changed? The blind field is definitely not a problem in team fights and by nerfing the utility of the only thief spec that remains true to the “land burst or die” philosophy, you’re indirectly encouraging thieves to follow the S/D path. Is this this the direction you want the thief class to take? No longer burst, but a safe class that can still put out a lot of pressure on anything that’s squishy? Anyway, the point isn’t that the nerf made D/P unplayable. Certain specs I went toe to toe with might now be even more challenging or unbeatable after this nerf, but we’ll get better and adapt. The rant is about the fact that the game is slowly moving away from the high risk, high reward play style that I personally enjoyed and still not addressing the little risk, high reward gameplay that it created for thief more than a year ago.
Sorry about my english. It’s a rather long post and english is not my native language.
Also, since these are my personal opinions on a somewhat controversial topic and there are bound to be disagreements, please refrain from overindulgence of emotions in your replies, especially if they are directed towards me.