Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
That stealth nurf you've all been calling for
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
Meh. I’ll still own people. If you can’t counter a BS thief before patch, you won’t be able to now. Trash pugs will still be trash pugs, and I will still feed on their tears after ripping them a new one.
As a thief player, this along with the bug fixes to stealth is all i’ve ever thought needed to be done to fix stealth issues entirely.
many thief playstyles rely on stealth more than anything else, any more than this would just be heavy handed pendulum balancing.
(edited by fivekiller.1432)
Any1 know if this will affect the Mesmer Stealth
I personally see culling/nerf as a buff to my thief gameplay. Why? Because most of my deaths are from mesmers stacking veil okittenerg with warriors in the front line who drop me instantly. Now I don’t have to worry about instant death. I have the freedom to outplay my opponent, which is what I want.
(edited by sostronk.8167)
Any1 know if this will affect the Mesmer Stealth
Yes it will. Veil is what is being nerfed here as far as I am concerned.
Honestly what the hell? Even when it runs out? That’s gonna hurt badly
I dont think this is fair for stealth theives that thrive on it. I mean people use its nbot only for a sneak attack Anet!!
guard,mes,thief,ele,engi, warr sidekicks.
The World isnt fair. the same can apply to a game
Any1 know if this will affect the Mesmer Stealth
Yes, this is affecting ALL stealths. A logical guess would be unless you stack the stealth durations (one stealth skill whilst still in stealth) you will be revealed.
Yes it will. Veil is what is being nerfed here as far as I am concerned.
This shouldn’t affect the Veil gank if your a coordinated team, as long as each Mesmers Veils are within 4 seconds of each other (travel time)
Commander Ascii :: Tempest Wolves [TW] :: Sanctum of Rall :: Best Necromancer NA
(edited by Ascii.9726)
I don’t see how this fix anything. The only problem now with the stealth is the culling not the skill. I think anet is making a big mistake here. (I play a guardian as a main)
Any1 know if this will affect the Mesmer Stealth
Yes, this is affecting ALL stealths. A logical guess would be unless you stack the stealth durations (one stealth skill whilst still in stealth) you will be revealed.
Yes it will. Veil is what is being nerfed here as far as I am concerned.
This shouldn’t affect the Veil gank if your a coordinated team, as long as each Mesmers Veils are within 4 seconds of each other (travel time)
The change effects veil because there is a debuff on stealthing again, so it will need to be more than 4 seconds. With culling removed and the debuff it means you can no longer run through the back line of a zerg without being seen.
I don’t see how this fix anything. The only problem now with the stealth is the culling not the skill. I think anet is making a big mistake here. (I play a guardian as a main)
They really are, I can already come up with a common scenario that will absolutely destroy us now.
Honestly, that’s what I thought revealed should have worked like to begin with. Soon as stealth runs out, you’re “revealed”, so you should get it, and that prevents spamming stealth. Of course I do understand that thieves are balanced around strong stealth and hopefully they’ll get some decent buffs in other areas to make up for it.
Nerfing mug, always revealed when stealth drops, all while adding nothing. This after the food nerf so it’s much harder to stay alive. I imagine I will be quitting GW2. Which is kinda sad, but what’s the point when my kitten as kitten class that can only do 1 thing well keeps getting nerfed, and now can’t even do that one thing anymore.
SovietSpaceDogs[SSD]
Any1 know if this will affect the Mesmer Stealth
Yes, this is affecting ALL stealths. A logical guess would be unless you stack the stealth durations (one stealth skill whilst still in stealth) you will be revealed.
Yes it will. Veil is what is being nerfed here as far as I am concerned.
This shouldn’t affect the Veil gank if your a coordinated team, as long as each Mesmers Veils are within 4 seconds of each other (travel time)
The change effects veil because there is a debuff on stealthing again, so it will need to be more than 4 seconds. With culling removed and the debuff it means you can no longer run through the back line of a zerg without being seen.
to clarify, unless something has changed. the reveal debuff lasts 4 second after leaving stealth, not entering it. so there is no amount of proper timing that will give continuous stealth.
sostronk is correct, just making sure the mechanic is clear.
All these thief criers complaining they can’t come out of stealth stab me for 2 seconds before I can even target them and restealthing 2 seconds later? Currently it takes me 0.5 seconds to retarget a thief when he unstealths so all I get is 1.5 seconds to deal damage because of culling. Sorry, there’s a reason why no one calls a thief broken in sPvP and broken in WvW.
A Sorry, there’s a reason why no one calls a thief broken in sPvP and broken in WvW.
So with culling fixed in this update as well, you agree that this nerf to THF is going to far right? Because it will be just like sPVP.
SovietSpaceDogs[SSD]
If this does indeed happen and thieves start dropping dead everywhere cause they can’t chainstealth and can’t abuse culling anymore, i sure hope they wait about 6 months aswell before buffing the thief
Luna Solares – Mesmer
If this does indeed happen and thieves start dropping dead everywhere cause they can’t chainstealth and can’t abuse culling anymore, i sure hope they wait about 6 months aswell before buffing the thief
That sounds like a good way to lose whatever percentage of your player base plays THF.
SovietSpaceDogs[SSD]
If this does indeed happen and thieves start dropping dead everywhere cause they can’t chainstealth and can’t abuse culling anymore, i sure hope they wait about 6 months aswell before buffing the thief
That sounds like a good way to lose whatever percentage of your player base plays THF.
It would give them time to L2P
Luna Solares – Mesmer
Im not sure? i have 1v1ed many a thief in wvw. the problem was culling, not seeing them in big team/zerg fights.
Im not sure the “revealed” is needed? but meh maby this will show some Thieves/Mesmer that they have been OP and to lern how to play/level onother class
Bloody Swagmen[BS], Fergs Night Crew.
Senior Member, Commander Tag.
I’m sure it’s not completely aimed at us anyway we can still use stealth skills as we want without perhaps stacking but still we get revealed if we attack anyway, all you qq’ers hoping they will make all us thieves even skilled ones more vulnerable so you can farm us as squishy as we are without being properly geared and traited you are going to be surprised. I sure hope they intend to buff and nerf other stuff considered OP and to balance things out.
Plays completely opposite professions to his main Teef.
(edited by CrimsonNeonite.1048)
If this does indeed happen and thieves start dropping dead everywhere cause they can’t chainstealth and can’t abuse culling anymore, i sure hope they wait about 6 months aswell before buffing the thief
That sounds like a good way to lose whatever percentage of your player base plays THF.
It would give them time to L2P
You don’t understand, Thief and Mesmers are the pros of this game obviously the people who plays the other classes was the ones who needs to l2p. Now this nerf will make it so the pros would leave since the other classes are too noob and therefore lack any skills at all to play whatsoever.
Another important point is that they said they will be granting them even more mobility so they they do not have to only relay on the short bow.
glad I play a venom share build….
But seriously, with the end of culling AND adding the revealed debuff to any exit of stealth even if you dont use an attack seems excessive. Wouldn’t it be logical to see how the end of culling affects the stealth mechanic in WvW before adding another layer of nerf to an already nerfed class.
Keep In mind that the SOTG is an entirely tpvp and spvp based discussion, the changes they’re stating MAY or MAY NOT be implemented in wvwvw because of the possible pve/wvwvw and tpvp split.
[Ark]-Ele
If this does indeed happen and thieves start dropping dead everywhere cause they can’t chainstealth and can’t abuse culling anymore, i sure hope they wait about 6 months aswell before buffing the thief
That sounds like a good way to lose whatever percentage of your player base plays THF.
It would give them time to L2P
Indeed it will give them a chance to do that. It will also get ride of all the one trick ponies who can’t adapt.
Commander
If this does indeed happen and thieves start dropping dead everywhere cause they can’t chainstealth and can’t abuse culling anymore, i sure hope they wait about 6 months aswell before buffing the thief
That sounds like a good way to lose whatever percentage of your player base plays THF.
It would give them time to L2P
You don’t understand, Thief and Mesmers are the pros of this game obviously the people who plays the other classes was the ones who needs to l2p. Now this nerf will make it so the pros would leave since the other classes are too noob and therefore lack any skills at all to play whatsoever.
LOL, Thief is a mindless build that takes no skill.
I’d be nice if our other builds had some teeth, but nah lets neuter stealth and turn thieves into buff bots through venom shares- great idea.
My moves are fresh, like my groceries.
#TeamEvonforever
These changes will be good for thieves in the long run. Thieves are currently too good at noobstomping in WvW for Anet to be able to buff them in meaningful ways. I think they would love to buff a lot of thief options to become more viable in tournaments and have way more build variety. But they can’t right now because they’re just so good at making upleveled players want to uninstall.
Wouldn’t it be better to have real options against an experienced player than be able to kill a group of four level 25s at will?
I almost feel bad for thieves … actually … no I really don’t at all. See you in WvW.
Pun intended
I’d be nice if our other builds had some teeth, but nah lets neuter stealth and turn thieves into buff bots through venom shares- great idea.
i hate warriors if played right. same with necros(always fearing me off a cliff). But there is no reason to be mean about my venom share. :*(
These changes will be good for thieves in the long run. Thieves are currently too good at noobstomping in WvW for Anet to be able to buff them in meaningful ways. I think they would love to buff a lot of thief options to become more viable in tournaments and have way more build variety. But they can’t right now because they’re just so good at making upleveled players want to uninstall.
Wouldn’t it be better to have real options against an experienced player than be able to kill a group of four level 25s at will?
You have it exactly backwards. It’s the Noobs in WvW that are abusing the Thief build. They are way over-powered relative to their skill and true level. Everyone know this. I can’t believe you don’t see this.
If this does indeed happen and thieves start dropping dead everywhere cause they can’t chainstealth and can’t abuse culling anymore, i sure hope they wait about 6 months aswell before buffing the thief
That sounds like a good way to lose whatever percentage of your player base plays THF.
It would give them time to L2P
You don’t understand, Thief and Mesmers are the pros of this game obviously the people who plays the other classes was the ones who needs to l2p. Now this nerf will make it so the pros would leave since the other classes are too noob and therefore lack any skills at all to play whatsoever.
dat logic….
I sure hope you’re being sarcastic.
[GoA] Guardians of Arcane – Officer
Ruins of Surmia – Commander
Keep In mind that the SOTG is an entirely tpvp and spvp based discussion, the changes they’re stating MAY or MAY NOT be implemented in wvwvw because of the possible pve/wvwvw and tpvp split.
Well kinda stupid to change stealth because of sPvP as thief’s are meh in there do to not being able to achieve main goal of the aspect of sPvP, capping. This change has to be about WvW because dmg nerf in sPvP that hit thief already was done. Plus add in fact that you can not overload stats as can in WvW thief again are not as bad as in WvW where they can have 110% crit dmg.
This won’t strike good thieves
this will strike stealth abuse
this will strike invisible zergs with veil
and hide in towers 4 ever
i consider it fair, as an main thief ,but is more newbie friendly for “Bad zerg” to win against “coordinated zergs”
(edited by Rayya.2591)
These changes will be good for thieves in the long run. Thieves are currently too good at noobstomping in WvW for Anet to be able to buff them in meaningful ways. I think they would love to buff a lot of thief options to become more viable in tournaments and have way more build variety. But they can’t right now because they’re just so good at making upleveled players want to uninstall.
Wouldn’t it be better to have real options against an experienced player than be able to kill a group of four level 25s at will?
You have it exactly backwards. It’s the Noobs in WvW that are abusing the Thief build. They are way over-powered relative to their skill and true level. Everyone know this. I can’t believe you don’t see this.
Sorry, I wasn’t very clear. Because of culling and the current stealth mechanics that are going to be changed, it is much easier for an inexperienced thief player to beat an inexperienced (insert profession) player, exactly as you say. I don’t even play a thief, I just wanted to reassure people who think that thief will be nerfed to the ground.
Edit: also, the reason thieves aren’t good in tournaments isn’t because of capping. It’s because there’s no culling, and they only have one build (a few still try to build around stealth and caltrops, but that’s not very good without culling).
(edited by NevirSayDie.6235)
Sounds fine to me
Malzerius – Thief
Dark Covenant (SBI)
If this does indeed happen and thieves start dropping dead everywhere cause they can’t chainstealth and can’t abuse culling anymore, i sure hope they wait about 6 months aswell before buffing the thief
That sounds like a good way to lose whatever percentage of your player base plays THF.
I would be fine with that.
why not remove stealth from the game completely? Thief’s are the only class who has been nerfed so much since launch to the point that now they became a joke. Well with this nerf, i would end my days in gw2 for good. RIP Thieves. RIP GW2
Arenanet killed WvW
R.I.P. WvW 2012 – 2015
(edited by Anatolian Turk.4057)
As a Thief this is a fine, and a much needed change.
This change will seperate us good Thieves, from the bad flavor of the month Thieves.
80 Thief – 80 Warrior – 80 Guardian – 80 Ranger
80 Mesmer – 80 Necromancer
(edited by jkctmc.8754)
Good thieves will continue to be good and bad ones will come and QQ, nothing to see here.
A Sorry, there’s a reason why no one calls a thief broken in sPvP and broken in WvW.
So with culling fixed in this update as well, you agree that this nerf to THF is going to far right? Because it will be just like sPVP.
There are a lot of good thieves in s/tpvp. The near constant invis spam was insanely strong, especially when you can trait to regen health (a regen skill that stacks with the regen boon mind you), and remove conditions while in stealth. I would bring glass cannons to near death, then they disappear for 4+ seconds between actual stealth and culling, and finally reappear with full health and all conditions gone. Going 4 seconds between invis pops isn’t the ‘class breaker’ people are making it out to be. You have evades and dodges for a reason.
kitten yea!!!
can’t wait for this patch, are they buffing my warrior?
If it comes this is a huge nerf to thief survivability that is not entirely uncalled for.
It does seem like a bit of a lazy nerf but it will also leave room to buff (un-nerf) some of the d/d and s/d skills, 4 out of 5 of which have already been hit. It might also shift more thieves away from the stealth line to the evasion line.
Ironically, this won’t do a thing to address the much QQ’ed about D/P ‘permastealth’ build as it never needs to exit stealth.
Good thieves, who don’t depend on perma-stealth, won’t get affected much, but the bandwagon thieves, who depend a lot on the perma-stealth and only dare to attack/bully upleveled players or troll the citadels, will get affected.
This update is a good move to separate the good thieves from the bad/bandwagoned/failed ones.
Chibi Asura San (Engineer), Hikaru Masai (Guardian), Selene Minerva (Revenant)
Guild: The Bunnies [Bun] ~ Server: Jade Quarry
I’ve put alot of thought into this, and I’m ok with it.
just an fyi
I think it would be better to wait and see what they actually will do.
You may be disappointed.
It’s a sPvP interview and he said “regardless of how you stealth” not “regardless if you do damage or not”.
Dunno….
Ironically, this won’t do a thing to address the much QQ’ed about D/P ‘permastealth’ build as it never needs to exit stealth.
It will do a lot to the D/P build because the strength of the build comes from either landing the backstab, or failing that having your initiative regenerate enough to enter stealth again. With this new change, not landing your backstab will still net you the revealed debuff, with no option to stealth again. The problem with D/P isn’t that it can stay in stealth forever, it’s that it can just keep stealthing over and over again. This kind of solves that problem.
Although of course it hits the silly CnD spammers most.
Ironically, this won’t do a thing to address the much QQ’ed about D/P ‘permastealth’ build as it never needs to exit stealth.
It will do a lot to the D/P build because the strength of the build comes from either landing the backstab, or failing that having your initiative regenerate enough to enter stealth again. With this new change, not landing your backstab will still net you the revealed debuff, with no option to stealth again. The problem with D/P isn’t that it can stay in stealth forever, it’s that it can just keep stealthing over and over again. This kind of solves that problem.
Although of course it hits the silly CnD spammers most.
This wasn’t my experience when trying the build. Landing a hit from stealth isn’t the hard part, it’s landing BS in the BACK for the bonus damage that’s the tricky part (at least for me, and against a not-clueless opponent that knows they need to be facing you).
Though not my style, I found the strengths of the D/P build in having unconditional stealth that can be refreshed while still in stealth (hence bypassing the nerf) and also having a long duration pulse-blind field that counters any melee attacks before re-stealthing. The only difference is there will be tighter timing involved in staying stealth which shouldn’t affect any good players. In the event you do exit stealth you have a pulsing blind that will be protecting you until you’re ready to reenter stealth.
Maybe I’m just good at timing (which makes it easy to fight against thieves as well) but I don’t see how D/P thief will be affected.