Trapper Runes - Eternal Stealth.
today on my ele i got rekt by a ranger who was always in stealth, constantly using taunt to get me to hit his pet and run into his traps.
same deal. he/she didnt get a reveal and i only saw the ticks. the rune is broken, not the classes. much.
But deffo the rune, rework the rune instead. they did it with vamp runes(before you were able to use utils, then just profession skills, now nada), they can do it with trapper.Trapper thieves are a joke, easy to kill and generally are the thieves who are like ‘ermagerd ah cun beh inverserbal loods’
I.E. a little brain dead.
not running a stunbreak in wvw is your own fault. something i learned the hard way years ago now.
ps, traiting the trick removes conditions removes 1 condi, our lowest cd is the heal skill, which is 18sec, the rest are 20+ and other tricks are kinda… useless in the current meta.
Bored of the qq towards thieves now. a caught thief is a dead thief. just learn to catch and adapt, like we adapt to heavy cc and tings.
Incoherent rant over
You are wrong, or just trying to spread misinformation.
Ranger traps apply direct damage and reveal the ranger, there is no way he could remain perma stealthed.
Thief Withdraw is 14.5 seconds when running the trait to remove an extra condition. The other tricks cooldowns are reduced as well.
You can easily kill up to 3 people without any problems, above that organized players will be able to power rez, but at no point are you in danger of dying.
thats right as long as most people dont know what to do, and my experience is that many ppl just stand stil or run in circles panicing and not trying to preassure ur pistolfield. did u fight duels with that build vs some ppl that wanted to figure how to beat it ? .. i bet if u do so after a few duels u will have a very hard time – especially vs other thieves that run SA and can spam ports into ur pistolfield. i hope i find some time to duel with jayne a bit to prove myself and to u that this build is beatable, maybe i can record those fights. IMO as this build seems to appear more often just recently its more a ‘new’ thing to most ppl and we got to learn how to fight it before anyone can really say that it is too strong and how to ‘fix’ it optimally and fixing is not completly destroying trapper builds as such.
I ran pistol/dagger dagger/pistol when playing it. the majority of the time I would just C&D off of the other player, pets, ambients, npc’s, etc.
When I had to use Blackpowder + leaps I always made sure to get behind something so they didn’t immediately see me, or get far enough away before using it that they couldn’t interrupt me.
hmm well i am used to play with me SB but ye with CnD itll do .. but as i didnt play p/d or d/d for a long time i’d prob mess up the perfect timing to chain CnD ..a bit too early and ur revealed a bit to late and u might be cced
no, i am wrong, ranger traps are just a range issue, decided to make a ranger and take a look not the rune.
but my point stands.
Trapper runes are broken.
And if thief gets nerfed into the ground because of a rune, im taking a holiday to murica.
vamp rune was almost worse than this, ele’s took full advantage of it being able to have an extra mistform and nuke from that, then they changed it, could still use profesion skills, then they changed it again so its just a mist form. (theres a petition to have it removed from pvp entirely)
If they just even removed the stealth from the runes and added a dmg buff, that would be fine.
Thief stealth isnt an issue if you know what to look for + reveals coming are gonna be a nice denail… unless youre a thief lel.
just nuke the rune.
no, i am wrong, ranger traps are just a range issue, decided to make a ranger and take a look not the rune.
but my point stands.Trapper runes are broken.
And if thief gets nerfed into the ground because of a rune, im taking a holiday to murica.vamp rune was almost worse than this, ele’s took full advantage of it being able to have an extra mistform and nuke from that, then they changed it, could still use profesion skills, then they changed it again so its just a mist form. (theres a petition to have it removed from pvp entirely)
If they just even removed the stealth from the runes and added a dmg buff, that would be fine.
Thief stealth isnt an issue if you know what to look for + reveals coming are gonna be a nice denail… unless youre a thief lel.
just nuke the rune.
What do you mean a range issue?
No one is saying nerf stealth into the ground, they are saying add direct damage to the trap so it works like all of the other traps.
You really should take the time to fully understand a topic before commenting on it.
Not entirely sure why anyone would defend a build like this, there is never a good reason for a class to be able to remain invisible the entire time while hitting you with invisible damage.
You think you’re helping the Thief class ? You’re not. If you want to help your class come up with some helpful info or fixes that would make a shred of sense. Defending this type of a build will only get your class nerfed and nerfed hard.
This isnt the only thread about this, im blagging my own head.
People are wanting to nerf stealth entirely.
People are wanting to add dmg to traps (agree)
People are wanting to nerf thief dmg (in general though it pales in comparison to others)
These forums frustrate, there for, laters.
hmm well i am used to play with me SB but ye with CnD itll do .. but as i didnt play p/d or d/d for a long time i’d prob mess up the perfect timing to chain CnD ..a bit too early and ur revealed a bit to late and u might be cced
I usually play with shortbow as well but I found that I didn’t really need it with trapper runes since I already had poison, 100% stealth and super speed for escaping.
It doesn’t take long to get the timing down on C&D. I messed up a few times in the first hour but you can go full dire with the build and Withdraw or steal if immobilized, so it’s not like there is a whole lot of danger if you screw up.
About a month ago I faced a guy running this in WvW(Something close to this at least). It`s ridiculous and very OP. There are no counter to that. I just avoided him after. I think everyone on my server passed the word to simply avoid him. I had a chat with him and he told me it was getting boring.
This has to be nerfed or changed TBH.
And that is exactly what you’re supposed to do. When they get no action maybe they’ll try not running such a lame build.
Adding direct damage to thief traps isn’t a bad idea. A competent thief can just clown players all day with the Ghost build. It’s funny to watch though for sure.
I like the idea of removing the supply component to stealth traps and add a cooldown to them.
Maguuma & A Few alts on other NA/EU servers
The funny thing people in this thread don’t realise, that Thieves had direct damage on their traps, Anet removed it because Noone used the traps, now people use them.
thats why i keep saying put direct dmg on it BUT buff the traps as such
Trap gets sprung, reveal. Caltrop dodge hits someone, reveal. Shatter, reveal. Phantasm damages player, reveal. Basically any activated ability even ones with a delay should reveal on application of damage. No class should be able to apply damage and stay cloaked outside of the mechanic of the ability such as Cloak and Dagger or Steal.
“Youre lips are movin and youre complaining about something thats wingeing.”
stealth is a defensive mechanic , u dont want ppl to stay stealth while dealing dmg…
then pls disable warrior skills in endure pain / adrenaline stance, ranger skills while signet of stone , ele skills while obsidian flesh and so on.
in most builds stealth is not really a problem .. pretty much only in a ghost thief build and maybe upcomming pu chronomancers. also with new reveal skills pls wait till they come before u demand stealth nerfs. not like there were perma / nearly perma stealth build for 3 years now..
Invulnerable skills such as endure pain and signet of stones still vulnerable to cc and condition skills. No player should be able to stay 100% in stealth while doing damage but yeah i like your idea to put some direct dmg on the traps and perhaps buff them if needed.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
stealth is a defensive mechanic , u dont want ppl to stay stealth while dealing dmg…
then pls disable warrior skills in endure pain / adrenaline stance, ranger skills while signet of stone , ele skills while obsidian flesh and so on.
If warriors could stay invuln’d 56s out of 60s in a fight, I think people would have the same complaint. As it is warriors have access to two invulns one of which they cannot directly control. Both are on 1 minute timers and last 4 seconds. If stealth had the same level of access, nobody would be complaining except stealthers.
Oddly traps used to and may still go through invuln. Also nothing procs on invuln like a blind, condition removal, extra speed, etc. There is also no way to extend it on a warrior.
Oh and I main a thief.
“Youre lips are movin and youre complaining about something thats wingeing.”
Traps don’t go through invuln. Unless you are talking about Endure Pain/Signet of Stone – those are not invulnerabilities, only immunities to direct dmg. Traps are unblockable, but can be avoided by other defensive mechanic like dodge, blind, invuln, …
All you people saying you cant see the traps being placed…. yes you can, even if the thief is stealthed while placing them. Pay more attention You can dodge roll thru them when you see them placed to set them off safely.
The only reason so many thieves are using trap builds is the poor state of thief in general. It’s a direct response to the changes/nerfs thief has received. You asked for everything else to be nerfed, ANET listened. You made this, enjoy fighting it.
7k+hours D/D RIP D/D
I saw the traps. My problem was even as fast as I dodged out, the poison was eating my HP. Even cleansing seemed to fail.
My little Deso friend: sorry, work was brutal I just came home and crashed. Hopefully I can catch you another day. Appreciate the offer.
Why are people defending this? Granted I always run around with supply and stealth traps now but this is broken. They added direct damage to a ranger trap that doesn’t even apply any damaging conditions (Frost Trap) yet removed it from thief traps that do?
Why are people defending this? Granted I always run around with supply and stealth traps now but this is broken. They added direct damage to a ranger trap that doesn’t even apply any damaging conditions (Frost Trap) yet removed it from thief traps that do?
If Thieves became invulnerable during Stealth, you’d have people on the forum still claiming it’s a Thief’s only defensive mechanic, learn how to anticipate when a Thief is going into stealth, game isn’t balanced around WvW roaming so it doesn’t matter, Thief still has no place in ZvZ, no other builds work so why are you trying to take away the Thief’s only chance at success, the Thief dies easily if you catch them out of stealth, etc. etc. etc.
It’s all the same lines, for years, like they are the only class to ever be complained at or receive nerfs in the history of GW2.
I just think Stealth should have a bit more risk and be a bit less rewarding, or at least be way less prevalent in the game as a whole, while spreading some of the lost capability out to other abilities to compensate.
“He’s like a man with a fork in a world of soup.”
If warriors could stay invuln’d 56s out of 60s in a fight, I think people would have the same complaint.
Stealth is not invuln… and if you really main thief you’d know that, aside from conditions, you cannot deal direct damage from stealth without being revealed, which prevents stealth for 4s.
Perhaps if all warrior endure pains (x2) and beserker stance (10s of invul to conditions) and healing signet (6s resistance to conditions) stopped the warrior being able to use any form of attack skills (or dealt zero damage for duration of each). After all, warriors can deal large damage whilst invulnerable to incoming damage or conditions.
They did the same to choking gas. People moaned that thieves are able to use shadow refuge and spam choking gas, then they added a miner dmg ‘buf’ to reveal. Makes sence if they do the same to traps too.
Or they could make traps like in gw1 ‘easily interupted’
gw1 – healing signet/frenzy/charge
Even if thief traps did have direct damage the thief would still have the most access to stealth via their heal, weapon skills etc. My trap ranger was in and out of stealth every few seconds when I ran traps and they were on relatively long cooldowns.
Fact is you’ll find people to defend literally anything. Trap runes are not the problem, thief traps are.
lol, we had a trapper thief top of SM last night for a loonnng time.
Four of us were getting downed by the poisons and he would remain invisible the entire time.
Then I put a stealth trap down, and patiently waited for his thief-ego to try to gank me.
He died fast.
Poor guy.
Poor guy? Not really.
I always handle them the same way^^ That’s the reason to always carry some reveal traps ;P
There are always mechanics that allow to long stealth durations.
But with the new aoe reveal spells on revenant and engineer. I don’t see that much need of a change here. I guess other reveal spells will be added in future as well.
So stealth can be contered without a reveal trap.
(edited by NeroBoron.7285)
lol, we had a trapper thief top of SM last night for a loonnng time.
Four of us were getting downed by the poisons and he would remain invisible the entire time.
Then I put a stealth trap down, and patiently waited for his thief-ego to try to gank me.
He died fast.
Poor guy.
Poor guy? Not really.
I always handle them the same way^^ That’s the reason to always carry some reveal traps ;P
Naw, I felt badly because he was obviously enjoying trolling four vs 1 for a long time.
I ruined his fun.
I’m a big meanie.
Even if thief traps did have direct damage the thief would still have the most access to stealth via their heal, weapon skills etc. My trap ranger was in and out of stealth every few seconds when I ran traps and they were on relatively long cooldowns.
Fact is you’ll find people to defend literally anything. Trap runes are not the problem, thief traps are.
I don’t care about this build as I don’t even play it. First time I saw it I did get rofl pwnded. Now I either drop seige on the floor and /emotes, then I go do something else. sometimes use trip wire when I dual with my s/d thief.
For all I care you can nuke the runes or traps, not fussed and I don’t know why other people defend such a cheap build like this.
gw1 – healing signet/frenzy/charge
playing thief main char
playing mostly WvW
played trapper build, if Anet would nerf it i couldnt give a rats kitten ..
dumb build i agree on fact if trap is placed and triggered while thief is in X range it should kick thief out of stealth…
yes im not exactly a stealth depended thief, but if thiefs would actually play in a way to use the traps! (yes traps it self are beyond useless) i would say okay let it be, but none of thiefs use traps for their use actually they use it only for the stealth..
any1 claiming they use traps too kill is talking bullkitten cus 9 out of the 10 thiefs who use trapper build are using D/P and purely sit back on
A) condition lame dmg
B) backstab.
none of this condition dmg is applied by using traps (yes a lil but its not the killer)
as for backstab all they use trap for is to constantly reset fight in their favor just like heart seaker/black powder stealth crap..
Stealth is not invuln… and if you really main thief you’d know that, aside from conditions, you cannot deal direct damage from stealth without being revealed, which prevents stealth for 4s.
The point of this entire thread is that a thief can and does deal considerable damage to players without proc’ing reveal. In addition the Ghost Thief build in fact stays stealthed the entire time. It has near 100% up time, reduces incoming damage significantly, has tons of escapes and is quite tanky for a thief build.
Ghost Thief perma-stealth is broken. The comparison between invuln and Ghost Thief perma-stealth is laughably ridiculous. My point stands, invuln is not a broken mechanic since it has massive limits on its frequency of use while perma-stealth (in any form) is.
“Youre lips are movin and youre complaining about something thats wingeing.”
If stealth in this game was designed to be permanent, then it would be removed at the time a Thief uses any abilities, and it would be removed if the Thief was hit by any direct damage.
“He’s like a man with a fork in a world of soup.”
any1 claiming they use traps too kill is talking bullkitten cus 9 out of the 10 thiefs who use trapper build are using D/P and purely sit back on
A) condition lame dmg
B) backstab.
The entire thread is about people dying without even seeing the opposition. Since direct damage results in a reveal, you’ve just posted a load of utter garbage. The only way they’re not getting revealed is because there’s no physical damage; so that’s no backstabs, not even a dagger hit.
So yes… those players dying without seeing the thief are dying purely from condis – and those are coming from traps.
Ghost Thief perma-stealth is broken. The comparison between invuln and Ghost Thief perma-stealth is laughably ridiculous
So why did you make it? As for “perma-stealth” being a broken mechanic – if you all complain loud enough I’m sure they’ll nerf the traps. Once that’s done, are you going to argue that caltrops should now reveal too?
If a thief cannot do damage from stealth without being revealed – will you be happy? Or do you just want stealth removed because you cannot work out how to fight it yet?
Do you want thieves to get revealed if they apply blind too?
I’m starting to think a lot of people expect to beat every thief they meet – and if they don’t then it’s because it’s a broken cheat class… not because you just can’t play a game
(edited by Chips.7968)
i dont think i need to get out of stealth in order to apply my venoms.. i could test this but i would say go test it your self and proof me wrong..
steal apply hide on use
pretty sure steal also apply the venoms when u use it succesfully
thus means > apply venoms etc blaab but since trait give stealth on use it doesnt reveal you i might be wrong but then again, most trapper kids are p/d hueuheuehue backstab > run.
its quite simple nerf the rune problem solved..
or just nerf hide in general from mesmer also i couldnt give a kitten. (coming from a thief)
Venoms only get applied if you hit your enemy with direct dmg. Steal only applies them with mug. Steal alone, traps and caltrops don’t apply venoms.
Edit: You could apply them with thieves guild and venom share though.
(edited by UmbraNoctis.1907)
Reddie – from what you’re saying I doubt you actually play thief.
Consider putting a 0.5 second Reveal when the trap is placed, not when it is triggered.
Here’s why:
I main Thief and I think people who suggest putting a token amount of damage on traps to force a Reveal don’t understand how reliant Thief is on being able to control their own stealth. Getting randomly Revealed because someone stepped on a trap when you weren’t expecting it can be an instant death sentence. That sort of thing turns your own traps into much more potent weapon against yourself than the enemy, as all they would have to do to ensure they kill you is keep stumbling into your traps.
I agree that killing while in permastealth shouldn’t be possible, but kindly take into account that pistol/dagger condi trapper is a legitimate (albeit boring) build that stands to lose a lot from the well-meaning solutions that are being bandied about in this thread. Most legitimate trapper builds are already frequently applying Revealed to themselves in order to do the bulk of their damage. The primary utility of traps in these builds to make up for the lack of stealth on the weapon set. A typical rotation might be to open up with a sneak attack from stealth (five bleeds from pistol #1), throw in a couple auto attacks, dodge roll, then drop a trap for stealth, reposition and repeat. Such a build would instantly become borderline unviable if the enemy stepping on a trap Revealed them, yet if the trap had a very short Reveal on placement instead of trigger, it would be unnoticeable in most cases, with the notable exceptions of when you’re trying to chain stealth in order to escape, run past an enemy zerg, or hide in a keep.
That’s why I suggest that if something must be done, at least make it so that Thief traps apply a non-stacking, very short duration Reveal when the trap is placed rather than when it is triggered. Force a Reveal, but leave it up to the Thief to choose when he will be Revealed by using an ability. Most traps take a half second to place and a second to arm, so a half second of Reveal would be appropriate. In practice, this would mean the Thief is generally visible for about 1.5 seconds before the stealth from Trapper runes kick in. That’s enough time for an enemy who is paying attention to note the presence of the Thief, possibly attack him, see the position of the trap, etc.
It gives some counterplay to Ghost Thief while hopefully not being a massive nerf to legitimate builds.
see the position of the trap, etc.
exactly this line makes that change rediciolous. if ppl see the trap they will just dogge it and its gone. its not like ranger trap who also apply conditions after they r triggered.
if its 1 vs 1 or 1 vs 2 ..against most ppl a reveal when trap is triggered wouldnt kill a ghost thief as 3s reveal is pretty short.
u only need to stay stealthed if u want to fight larger groups that would cc chain u to death.
ps: today agian a few h ghost thief only 1 ranger stepped once into my pistolfield..others didnt even try as usually. but they were quick on the insults if i revealed myself after the fight.
maybe coz a condi nekro applies constantly conditions while a trapper thief doesnt? yes hes visible. but if u can fight condi nekros with the condi removes u have then u also can fight or ignore trapper thieves.
edit : if ur only remaining arguments r now about a line u call offtopic in my post- then i guess i cant be that wrong about trapper thief
The necro is visible and thus directly attackable. This is why thief abilities (ALL OF THEM) should reveal the thief from stealth. Stealth is only to set up, reposition, or run away, it should not be an entire combat style of staying in stealth an entire fight.
If I was balancing I’d of made it so even a single point of damage would reveal a thief instantly (conditions included). No one should be capable of remaining hidden in front of you while bleeding out/burning alive/etc…
(edited by Runiir.6425)
Runiir, you are missing the point, Anet did this too themselves, they saw Noone especially thieves were not using traps, so they added Trapper Runes, still thieves did not use traps, so they removed the direct damage application of them, well aware of the Synergies they had implemented previously.
People complain about stealth instead of fixing the issue they give thieves reveal on hits, and give other classes to reveal thieves, people don’t use the reveal utilities, skills and items given to them because there are better ootions to use, they still complain.
Hell even now if you take out the Trapper Runes all together Thieves can use this build without any issues. Yes this is an abusive build yes it’s a stupid build, but it’s effective and has been around for quite a while.
Now they can fix this and have had 3 years to do so, either redesign stealth completely and not just band aids like revealed, Redesign the Thief Completely and spread out the Survivability into more traitlines, make more builds viable, but even then people have complained when thieves didnt use stealth outside of SR which resulted in unnecessary Nerfs.
Trapper runes have LITTLE to do with this. The bulk of stealth comes off d/p . Setting a trap using runes gives at most 4 seconds stealth.
That is NOT permanent. If a thief sets a trap 3 seconds later he is revealed unless he traits SA where he revealed after 4 seconds.
This whether the trap triggered or not.I get longer stealth on my mesmer using decoy as my zerker lays on far more damage then a trap ever will.
This issue has little to nothing to do with trappers runes. It is using trap in conjunction with d/p and using HS in a smoke field.
In short this another anti-stealth argument. Use reveal skills.
(edited by babazhook.6805)
Runiir, you are missing the point, Anet did this too themselves, they saw Noone especially thieves were not using traps, so they added Trapper Runes, still thieves did not use traps, so they removed the direct damage application of them, well aware of the Synergies they had implemented previously.
People complain about stealth instead of fixing the issue they give thieves reveal on hits, and give other classes to reveal thieves, people don’t use the reveal utilities, skills and items given to them because there are better ootions to use, they still complain.
Hell even now if you take out the Trapper Runes all together Thieves can use this build without any issues. Yes this is an abusive build yes it’s a stupid build, but it’s effective and has been around for quite a while.
Now they can fix this and have had 3 years to do so, either redesign stealth completely and not just band aids like revealed, Redesign the Thief Completely and spread out the Survivability into more traitlines, make more builds viable, but even then people have complained when thieves didnt use stealth outside of SR which resulted in unnecessary Nerfs.
I agree, stealth needs re-designed, and yes thieves need something other than stealth as a defensive.
Thieves, I feel, they assumed would function as the stealth in combat, get in position, burst out then do what they can to finish them off style. However, it hasn’t really worked that way for them and they need to redesign the thief to simply fight “dirty”. More interrupt/disable based with stealth as a side thing rather than the only thing. Besides…their schtick isn’t stealth anyway…it is supposed to be initiative and stealing…so making them so reliant on stealth seems even farther counter productive to me.
Daredevil adds some options, the extra dodge is nice, and the effects while dodging are interesting. I didn’t get much time with DD, but I did find myself enjoying thief for the first time for once. I didn’t feel like stealth was as needed.
Runiir, you are missing the point, Anet did this too themselves, they saw Noone especially thieves were not using traps, so they added Trapper Runes, still thieves did not use traps, so they removed the direct damage application of them, well aware of the Synergies they had implemented previously.
People complain about stealth instead of fixing the issue they give thieves reveal on hits, and give other classes to reveal thieves, people don’t use the reveal utilities, skills and items given to them because there are better ootions to use, they still complain.
Hell even now if you take out the Trapper Runes all together Thieves can use this build without any issues. Yes this is an abusive build yes it’s a stupid build, but it’s effective and has been around for quite a while.
Now they can fix this and have had 3 years to do so, either redesign stealth completely and not just band aids like revealed, Redesign the Thief Completely and spread out the Survivability into more traitlines, make more builds viable, but even then people have complained when thieves didnt use stealth outside of SR which resulted in unnecessary Nerfs.
I agree, stealth needs re-designed, and yes thieves need something other than stealth as a defensive.
Thieves, I feel, they assumed would function as the stealth in combat, get in position, burst out then do what they can to finish them off style. However, it hasn’t really worked that way for them and they need to redesign the thief to simply fight “dirty”. More interrupt/disable based with stealth as a side thing rather than the only thing. Besides…their schtick isn’t stealth anyway…it is supposed to be initiative and stealing…so making them so reliant on stealth seems even farther counter productive to me.
Daredevil adds some options, the extra dodge is nice, and the effects while dodging are interesting. I didn’t get much time with DD, but I did find myself enjoying thief for the first time for once. I didn’t feel like stealth was as needed.
The big gripe I have with DD is that it’s nothing really new it’s a rebranded Acrobatics line which is a slap in the face to Thieves, which used to have extra dodges before Jun 23rd, and they got nerfed.
But yea if they added better Survivability options besides stealth spam, hell even how WoW handled stealth is more preferred to this, and that had a toggleable perma stealth out of combat.
Trapper runes have LITTLE to do with this. The bulk of stealth comes off d/p . Setting a trap using runes gives at most 4 seconds stealth.
That is NOT permanent. If a thief sets a trap 3 seconds later he is revealed unless he traits SA where he revealed after 4 seconds.
This whether the trap triggered or not.I get longer stealth on my mesmer using decoy as my zerker lays on far more damage then a trap ever will.
This issue has little to nothing to do with trappers runes. It is using trap in conjunction with d/p and using HS in a smoke field.
In short this another anti-stealth argument. Use reveal skills.
We aren’t all engi’s with Lock On.
I main a ranger, I need to be able to see the person to put reveal on them and these thieves can remain in stealth the entire fight. Every other profession doesn’t have a reveal skill.
This might be the most ridiculous argument I have seen on the forums… How the hell is anyone defending this?
I made a trapper thief. It’s really dumb, but also very funny.
Mind you, if more people learned to step into the black powder circles, I would expect a decrease in the ambient thief QQ levels.
Puck they may not have access to a reveal skill but they do to Stealth Disruptor, which was put in so all classes have access to reveal, there’s also pressuring the Black Powder field, there are ways to counter this hell even if your run condi cleanse the thief will have alot harder time to kill you, but people don’t want to do this, they say it’s an inconvenience and that there are better options for utilities or traits and items to use, well if you are dying to trapper thief that easy those aren’t better options for you.
yes it’s a gimmicky build yes it has counters to it, yes Anet knew what they were doing before making the changes to thief traps, actually use the advice to counter it and it won’t be an issue, but I hope it brings attention to The state of the thief and get Anet to redesign the class so it gets fixed so gimmicky builds like this don’t pop up.
I made a trapper thief. It’s really dumb, but also very funny.
Mind you, if more people learned to step into the black powder circles, I would expect a decrease in the ambient thief QQ levels.
Like I said before, when I played it I used C&D to remain perma invis about 90% of the time. The only time I would use blackpowder was when I was forced to disengage off of massive groups that were AoE’ing the crap out of an area, and I would just get behind something or far enough away that they couldn’t interrupt my leaps.
Stepping into the black powder only works if you are doing it directly in front of them. If you are doing that you are being lazy and careless, which is what happens when you play such a brain dead easy build.
Puck they may not have access to a reveal skill but they do to Stealth Disruptor, which was put in so all classes have access to reveal, there’s also pressuring the Black Powder field, there are ways to counter this hell even if your run condi cleanse the thief will have alot harder time to kill you, but people don’t want to do this, they say it’s an inconvenience and that there are better options for utilities or traits and items to use, well if you are dying to trapper thief that easy those aren’t better options for you.
yes it’s a gimmicky build yes it has counters to it, yes Anet knew what they were doing before making the changes to thief traps, actually use the advice to counter it and it won’t be an issue, but I hope it brings attention to The state of the thief and get Anet to redesign the class so it gets fixed so gimmicky builds like this don’t pop up.
Stealth traps have something like a 4 second activation time. If you are actively fighting someone and they squat in place for 4 seconds you should either have them killed in that time, or have the sense to realize they just set a trap and you shouldn’t step on it.
Oh you mean like this?
lmao
As for stealth traps… I think it’s ridiculous you need something like that to kill a solo player. that siege is intended to be used vs enemy zergs and such. Speaks volumes about the balance imo.
What I don’t and will never understand is why Anet is not comprehending… If a player has NO chance, it’s not a game any longer, it’s a waste of time for the person who has no way to counter complete and utter invisibility and unending damage with stun locks galore.
Being “lazy” by actively countering an ability with positioning and gameplay hmm, funny.
Hey like I said I think the build is stupid but I hope it brings attention to the Thief so Anet is not lazy when it actually comes to a fix for them. But there are quite a few counters to it which require active gameplay yes instead of passive abilities. But the only people you have to blame for this build is Anet they knew how thieves would interact in their game by removing direct damage from thief traps, they wanted thieves to use traps since they were useless before so they removed the damage aspect of them.