[Thief] Stealth ---> Dodge stance

[Thief] Stealth ---> Dodge stance

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Posted by: ShakeyStorm.7180

ShakeyStorm.7180

Stealth to engage I understand and is said so in the class description. But stealth to escape is not. If it is agility and acrobatic fighting style is their strength in fighting then I propose a change in stealth.

Stealth works while out of combat. Once in combat, effects resulting to stealth becomes “Able to dodge without consuming endurance” “Successful hits deal only glancing damage” for the said duration of time. Effect ends after an attack.

It remains loyal to the class description. Bad players are still punished. Good players still avoid damage and can still move around. It remains skill based. Bad opposing players still waste skills if it was dodged.

Think if it as to something similar to Warrior stance. Counterplay is to time the attack after the dodge or wait out the effect.

What do you think?

Source: Thief – Guild Wars Wiki
Thieves are expert in the shadow arts. They utilize stealth and shadowsteps to surprise and to get close to their target. They’re deadly in one-on-one combat using their agility, acrobatic fighting style, and the ability to steal to overcome their enemies. They have an affinity for setting traps and using venom. As an adventurer profession, thieves wear medium armor.

(edited by ShakeyStorm.7180)

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Posted by: Wyrden.4713

Wyrden.4713

u ye no, i dont want permadodgin thieves getting stealth in combat just to fill their endurance by the minor trait

just my ytb channel

FeintFate~

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Posted by: Sagat.3285

Sagat.3285

Stealth to engage I understand and is said so in the class description. But stealth to escape is not. If it is agility and acrobatic fighting style is their strength in fighting then I propose a change in stealth.

Stealth works while out of combat. Once in combat, effects resulting to stealth becomes “Able to dodge without consuming endurance” for the said duration of time. Effect ends after an attack.

It remains loyal to the class description. Bad players are still punished. Good players still avoid damage and can still move around. It remains skill based. Bad opposing players still waste skills if it was dodged.

Think if it as to something similar to Warrior stance. Counterplay is to time the attack after the dodge or wait out the effect.

What do you think?

Source: Thief – Guild Wars Wiki
Thieves are expert in the shadow arts. They utilize stealth and shadowsteps to surprise and to get close to their target. They’re deadly in one-on-one combat using their agility, acrobatic fighting style, and the ability to steal to overcome their enemies. They have an affinity for setting traps and using venom. As an adventurer profession, thieves wear medium armor.

PvP view: MMM how am I going to land my backstab (or sneak attack) if my opponent can see me everytime? They will dodge it out and I will take major damage since I’m using Zerker (or Carrion) gear when I’m not in that stance.

Gw2 view: How can they disengage if they can be seen do they dodge farter in that stance or can they teleport or they use weapon set for that and stealth become useless?

Personal view: Thief decide to be stealthy and/or acrobats if they want. Just because you like the acrobat part more doesn’t mean everyone does if you are trying to cough…cough…“balance stealth” that is the wrong way to go. It really isn’t that strong it just messes with your mind not your gameplay which is affected by you.

(Looking around to locate hidden turrets and distant paper rangers)

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: Ilhane.9873

Ilhane.9873

Stealth to engage I understand and is said so in the class description. But stealth to escape is not. If it is agility and acrobatic fighting style is their strength in fighting then I propose a change in stealth.

Stealth works while out of combat. Once in combat, effects resulting to stealth becomes “Able to dodge without consuming endurance” for the said duration of time. Effect ends after an attack.

It remains loyal to the class description. Bad players are still punished. Good players still avoid damage and can still move around. It remains skill based. Bad opposing players still waste skills if it was dodged.

Think if it as to something similar to Warrior stance. Counterplay is to time the attack after the dodge or wait out the effect.

What do you think?

So with the ability to dodge without consuming endurance for the whole duration that would normally be stealth? (4 seconds on normal stealth when traited)

I can imagine the Power of Inertia + Uncatchable fun thieves could have with that.
(For references)
http://wiki.guildwars2.com/wiki/Power_of_Inertia
http://wiki.guildwars2.com/wiki/Uncatchable

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Posted by: The Primary.6371

The Primary.6371

Stealth to engage I understand and is said so in the class description. But stealth to escape is not. If it is agility and acrobatic fighting style is their strength in fighting then I propose a change in stealth.

Stealth works while out of combat. Once in combat, effects resulting to stealth becomes “Able to dodge without consuming endurance” for the said duration of time. Effect ends after an attack.

It remains loyal to the class description. Bad players are still punished. Good players still avoid damage and can still move around. It remains skill based. Bad opposing players still waste skills if it was dodged.

Think if it as to something similar to Warrior stance. Counterplay is to time the attack after the dodge or wait out the effect.

What do you think?

Source: Thief – Guild Wars Wiki
Thieves are expert in the shadow arts. They utilize stealth and shadowsteps to surprise and to get close to their target. They’re deadly in one-on-one combat using their agility, acrobatic fighting style, and the ability to steal to overcome their enemies. They have an affinity for setting traps and using venom. As an adventurer profession, thieves wear medium armor.

Wait..wait…wait….you have it all wrong…. it should be [thief]evade + tele > stealth + w/e

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Posted by: Auesis.7301

Auesis.7301

So, you would also scrap the entire Shadow Arts line as well then, because pretty much all of it operates around using Stealth while in combat. Both types of regeneration, condition removal, blind, initiative gain, all of it now useless.

Gnome Child [Gc]
Resident Thief

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Posted by: NinjaEd.3946

NinjaEd.3946

no, thank you. If you want to scrap SA just suggest so without putting a veil in front of it.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: TyPin.9860

TyPin.9860

Perma dodging instead of stealth? Maybe I didn’t read it good enough, or this would make thief invincible while in “stealth”…

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

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Posted by: Shinjo.6092

Shinjo.6092

It’s not just scrapping the entire SA trait line. Your suggestion will also remove stealth attacks from being used in combat.

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Posted by: Raiyo.1584

Raiyo.1584

well i play all sort of classes (depends on my mood) . anyways in my opinion i just think that the ‘’stealth time’’ of the thieves are just way too long . when i fight a thief most of the time its just stealth here , stealth there and keep doing that till i am dead . so most of the time i just walk away or i dont even fight back cuz i dont see the fun of it . in my opinion every class should have the same chances to win the fight , no matter what build . but ye thats me .

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Posted by: ShakeyStorm.7180

ShakeyStorm.7180

I understand that losing stealth will affect SA and stealth attacks. But if they are applicable while in dodge stance exactly the same as with stealth then it would not make a difference.

It came to light that some traits are triggered by dodge. Instead of dodge without using endurance, how about “successful hits are reduced to glancing damage”? Is this more fair?

(edited by ShakeyStorm.7180)

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Posted by: Chaith.8256

Chaith.8256

This is a pretty poor idea, haha. It would entirely break all the traits that interact with dodging, and just generally break every stealth trait/ability.

Who wants to play against a thief who pops ‘shadow refuge’ in combat and proceeds to dodge roll 20 times back and forth, and end the effect with all their endurance, initiative and cooldowns to dodge another 20 times?

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

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Posted by: Chaith.8256

Chaith.8256

I understand that losing stealth will affect SA and stealth attacks. But if they are applicable while in dodge stance exactly the same as with stealth then it would not make a difference.

It came to light that some traits are triggered by dodge. Instead of dodge without using endurance, how about “successful hits are reduced to glancing damage”? Is this more fair?

Ok, sweet. So now when I face a ‘shadow arts’ thief on my condi class, he uses all of his stealth abilities and makes it so I can only achieve glancing hits. Whelp, time to wreck him in 2.5 seconds with condi-burst.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

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Posted by: NinjaEd.3946

NinjaEd.3946

The whole point of stealth is to break target and use those few seconds to plan. You can create some distance, you can use a stealth attack, you can try to stay in it and recover. Letting us “evade” without the use of endurance simply takes away half of those uses especially considering the number of unblock able effects that evade doesn’t work against.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: Cogbyrn.7283

Cogbyrn.7283

especially considering the number of unblock able effects that evade doesn’t work against.

In my experience, the game’s dodge mechanic successfully evades nearly everything. The only exceptions I can think of are:

Some PvE mechanics
Guardian GS’s pull after it lands on you. However, if you dodge when you are pulled, you get knocked down without actually being pulled in.

What else is there? An ability being unblockable means that blocks can’t block it. It doesn’t mean dodges can’t evade it.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

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Posted by: NinjaEd.3946

NinjaEd.3946

especially considering the number of unblock able effects that evade doesn’t work against.

In my experience, the game’s dodge mechanic successfully evades nearly everything. The only exceptions I can think of are:

Some PvE mechanics
Guardian GS’s pull after it lands on you. However, if you dodge when you are pulled, you get knocked down without actually being pulled in.

What else is there? An ability being unblockable means that blocks can’t block it. It doesn’t mean dodges can’t evade it.

Any warding like line of warding, ring of warding, unsteady ground, spectral wall, static field, pretty sure tripwire and needle trap, etc.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: The Primary.6371

The Primary.6371

well i play all sort of classes (depends on my mood) . anyways in my opinion i just think that the ‘’stealth time’’ of the thieves are just way too long . when i fight a thief most of the time its just stealth here , stealth there and keep doing that till i am dead . so most of the time i just walk away or i dont even fight back cuz i dont see the fun of it . in my opinion every class should have the same chances to win the fight , no matter what build . but ye thats me .

You are seriously complaining about the wrong mechanic. Thieves in stealth do no damage at all, evading thieves can do damage just a few secs before the end of the evade.