Thanks for this balance patch
it gets better… so now thiefs don’t just get MORE damage but they also get shorter recharge time on a bunch of their skills… well that’s just what they needed so they could take down people even faster while in stealth..
and before the ltp people start yapping… it’s not about that… anybody that knows a thief that has a good player controlling it also knows that it already puts out more than it should while in stealth….
Thief didn’t seem to receive a huge buff, other than a slight boost to venomshare. Im more surprised that Anet is ok with the idea of Warriors running around with perma-resistance
Thief didn’t seem to receive a huge buff, other than a slight boost to venomshare. Im more surprised that Anet is ok with the idea of Warriors running around with perma-resistance
Not huge maybe… but more damage to a couple of skills… which I don’t think were needed. .. and yes you can see the duration of the venom has been reduced but so has the recharge rate… I’m sure it won’t make a huge difference but in this day when people are talking about how much damage thiefs can put out while in stealth it doesn’t make a lot of sense to me… but then again I’m not that sensible.. :P
Bound: The damage of this ability can now be triggered in midair or underwater.
Vital Shot: Increased damage by 15%.
Dancing Dagger: Increased damage by 20%.
Skelk Venom: The recharge time of this ability has been reduced from 40 seconds to 30 seconds. Its duration has been reduced from 30 seconds to 24 seconds.
Skale Venom: The recharge time of this ability has been reduced from 40 seconds to 30 seconds. Its duration has been reduced from 30 seconds to 24 seconds.
Spider Venom: The recharge time of this ability has been reduced from 40 seconds to 30 seconds. Its duration has been reduced from 30 seconds to 24 seconds.
Ice Drake Venom: The recharge time of this ability has been reduced from 40 seconds to 36 seconds. Its duration has been reduced from 30 seconds to 24 seconds.
They increased damage on highly underused weapons, they decreased recharge on highly under used utilities after nerfing said utilities last patch.
And they nerfed Thief stealth attacks hard last patch so i don’t see why people complain too much anymore about thief stealth. Especially now with another nerf added by giving Warrior a reveal skill
nah you’re right… I stopped a thief with my ranger a few minutes ago in less than a minute… he was soloing T2 camps easily… but he didn’t last long when I got there… so I guess thief isn’t too bad anymore.. lol.. at least not that one!
Oh yes, because skills like essence sap arent OP enough which arent still nerfed, and since doubledagger was already back on the rise, it now does 20% more dmg.
Oh yes, because skills like essence sap arent OP enough which arent still nerfed, and since doubledagger was already back on the rise, it now does 20% more dmg.
Double dagger Condi is on the rise not power completely different, D/D power is not used outside of a handful of people.
Thief didn’t seem to receive a huge buff, other than a slight boost to venomshare. Im more surprised that Anet is ok with the idea of Warriors running around with perma-resistance
What perma?
Oh yes, because skills like essence sap arent OP enough which arent still nerfed, and since doubledagger was already back on the rise, it now does 20% more dmg.
Double dagger Condi is on the rise not power completely different, D/D power is not used outside of a handful of people.
viper uses both, and yes there are oldschool DDs around like hell.
A Warrior running “On My Mark” clearly has a knack for experiencing disappointment and pain.
“It’s time to Rim Ram their Jim Jams.”
Oh yes, because skills like essence sap arent OP enough which arent still nerfed, and since doubledagger was already back on the rise, it now does 20% more dmg.
Double dagger Condi is on the rise not power completely different, D/D power is not used outside of a handful of people.
viper uses both, and yes there are oldschool DDs around like hell.
I roam on Thief and never see any D/D power builds besides one Guildy DeceiverX, and most Condi builds run dire/carrion/trailblazers, I have ran into maybe a handful of vipers Condi Db spam Thieves( just because Vipers stats provide both doesn’t mean it’s utilized since it weakens the build pretty bad) which normally melt fast, and the Dancing Dagger isn’t used as a damage dealer or a way to cover condi since Lotus Training gives the cripple as a cover Condi.
Right now the most seen Thief builds are D/D condi, D/P power, S/P power, Staff Power, and D/P Ghost Thief.
The Nerf to Stealth attacks and Nerf to Basilisk Venom have really killed Power D/D since CnD is so very unreliable to land now.
(edited by BlaqueFyre.5678)
Warrior was broken as all hell before with its immunity to conditions and ridiculous sustain and that seems to remain.
Thief is pushed from pain in the kitten to big pain in the kitten .
Oh yes, because skills like essence sap arent OP enough which arent still nerfed, and since doubledagger was already back on the rise, it now does 20% more dmg.
Double dagger Condi is on the rise not power completely different, D/D power is not used outside of a handful of people.
viper uses both, and yes there are oldschool DDs around like hell.
Funny as I haven’t seen another legitimate D/D power player in months aside from the occasional clueless noob or guy in gank groups of 3+ thieves just wanting to get combo ganks while not needing to use an actually good kit due to ally presence.
In all seriousness, D/D power thief is weaker than power reaper/necro. I feel nigh unstoppable most of the time in the PvP formats playing full berserker A/D + GS reaper even before the buffs, which were considered trash-tier necromancer weapons on a low-performing class.
D/D condi is easymode and busted, but as it shows, ANet wants to just keep buffing it. The future of the thief is clearly mashing 1/3 on most builds, and any amount of finesse is just punished for no reason.
A few days ago I took D/P into WvW out of frustration due to a group of D/P gankers.
In around four seconds, I killed them all, Shadow Shot hitting an upwards of 9k each cast without using signets. I didn’t bother backstabbing, interrupting, or actually really trying to do anything but mash 3 and 1 after engaging from permanent stealth.
The profession right now is a massive gimmick when it comes to its weapon skills and player placement.
Correction, the entire game right now is a clustercat of gimmicks that seem to override any amount of skill dependency we once saw in the core game. It’s very disheartening to realize there are Asian games whose developers speak no English who can do a better job at recognizing what is and isn’t good design for its Western market than ANet.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
I still think that warrior adrenal health in combination with the healing power of healing signet…..needs to be nerfed to some degree. Or just adrenal health itself needs more nerfs. Headbutt too is stupidly useful and dumbs the whole class down alot when you combine it with the insane healing. toss in rousing resilience and its almost as ridiculous as druid heals. was hoping for a nerf to the defense traitline. Seriously the amount of survivability we get from this single traitline (defense traitline) is just plain dumb. I get its the only thing keeping melee users viable….but its just dumb the way its setup.
Other than that, rather happy with the changes to warriors this build. Everything i saw in the notes made sense. Decrease the cd of wildblow and bullrush for example….they’ve been decreasing and decreasing them and now bullrush is literally half the cd it used to be (its about time). It honestly won’t make them viable for most people to try…but for funner and more specific/specialized types of builds they give people more viable ways to include them.
Signet of fury is now 16s cd when traited…..same as healing signet. This is absolutely awesome for gunflamers. The main problem was being unable to immediately engage the next target after finishing the last one. You would need to wait a few seconds for most of ur cd’s to go out…..now this shouldn’t be a problem since the cd of fury is so much closer to the activation time of berserker mode.
Also I’m Tired of revenant complainers…….
-everyone had the option of taking and learning this new class (its just 1 year old now).
-it was op beyond belief when it was shipped
-its been nerfed bit by bit ever since then and the complaints are the same as they are now
It was still viable and in the meta last build…..and the build before that and the build before that….it will still be viable and meta THIS build. Anet just spoiled the class when it shipped it, now you must learn to look at things more objectively.
Just go back to what you played before revenant…..get rekt, and then maybe you’ll see how good you got it with rev.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
Hey Blaq/Deceiver: what guild?
Thief is weak. If you are dying to them in an even fight, you are getting out played. They are dangerous in outnumbered situations but so is virtually every class. Players just see more of them because of their mobility.
Druids are the king of roaming fights still. Warriors still two shot anything without significant toughness (the hybrid build catching on is tearing it up in duels). Mesmers are still evil (a bit more so with this patch) and DH is still OP against a good number of classes.
“Youre lips are movin and youre complaining about something thats wingeing.”
Any going to jump on Ice drake venom with its lower cooldown ?
Any going to jump on Ice drake venom with its lower cooldown ?
Venoms will continue to under perform as long as they apply one stack per strike of one type of condi on a relatively long cooldown. They would have to get down to 10s or so to be useful in the current meta. It takes a Necro spamming chill and beefing it up to actually be useful with all the movement condition removal and Resistance up time.
Besides most Venoms are worse than Imparing Daggers (multi condis, 900 range, 25s cooldown) and Needle Trap (multi condis, AoE, unblockable). BV is an exception but since its nerf even it has become suspect.
“Youre lips are movin and youre complaining about something thats wingeing.”
Venoms on 30 seconds are competitive with Impairing Daggers imo for a couple of reasons.
Venoms stack with existing attacks, so this lets me focus on my positioning and timing of my normal unenhanced attacks. ID, as a separate attack, can be independently dodged/blocked/reflected. A venom can also enhance auto-attack, meaning there is no telegraph that tells you to dodge “THAT” couple of attacks.
That said, ID does have slow on them…so that is a strong incentive to take it.
Any going to jump on Ice drake venom with its lower cooldown ?
Venoms will continue to under perform as long as they apply one stack per strike of one type of condi on a relatively long cooldown. They would have to get down to 10s or so to be useful in the current meta. It takes a Necro spamming chill and beefing it up to actually be useful with all the movement condition removal and Resistance up time.
Besides most Venoms are worse than Imparing Daggers (multi condis, 900 range, 25s cooldown) and Needle Trap (multi condis, AoE, unblockable). BV is an exception but since its nerf even it has become suspect.
Whoa. You could not be more wrong. The beauty of venoms is they can applied to another attack, Just as example they can be applied using Impaling lotus.
You can spike huge condition damage stacks in this way. Impaling lotus stacks 1 cripple, one bleed and one torment. That said it qualifies as three attacks meaning that if you load up skale and spider venoms before you dodge, that single dodge will now apply 1 bleed one cripple 4 torment and 3 poison and 3 vuln. If traited for leeching that single dodge will heal both from the evade from the DD line and from leeching venoms. It will also do that life leech damage to an enemy.
A single death blossom will load 3 bleeds 3 poisons 3 vuln and three torment.
you can not do this with impairing daggers.
The sneak attack of a PD user coming from stealth can load 5 bleeds 4 vuln 4 tormnt and 4 poison from a single sneak attack.
P/P used in a condition build can use Unload to stack multiple condition stacks, of diffferent types even as that spike damage increased via the might.
My comment on ice drake was tongue in cheek given the fact it stayed on a longer cooldown even as few use this venom.
In game I have been using a combintaion of BT and RS to remove boons. venom is an ideal way to spike up conditions once you get that resistance peeled off. This lower cooldown does make them more usable barring Ice drake which I still can not see using.
(edited by babazhook.6805)