1200 range NOW! and few tips to consider
But thief isn’t supposed to be about ranged play – why else have shadowstep teleports to the opponent and high mobility?
We’re a highly mobile (lulz) class that darts in and out hitting hard and fast, using blind and stealth to disorientate and exasperate. It may not quite work like that in reality all the time, but that’s the base idea. The staff plays into this (from what I hear, yet to get the Daredevil specialisation yet) with lots of evasive actions.
I don’t want to see thieves standing at 1200 distance plinking away with short bow/pistols so I really don’t want to see a range increase.
But thief isn’t supposed to be about ranged play – why else have shadowstep teleports to the opponent and high mobility?
We’re a highly mobile (lulz) class that darts in and out hitting hard and fast, using blind and stealth to disorientate and exasperate. It may not quite work like that in reality all the time, but that’s the base idea. The staff plays into this (from what I hear, yet to get the Daredevil specialisation yet) with lots of evasive actions.
I don’t want to see thieves standing at 1200 distance plinking away with short bow/pistols so I really don’t want to see a range increase.
ATM thief has hard time melee in tpvp also diversity in play style
Like guard has range longbow
Good thief plays longer in his Sb than burst fast in melee
With all the aoe wells traps we can’t do kitten
Thief is my main and I have always enjoyed a ranged playstyle using only P/P and SB. I would definitely like to see a 1200 option. It seems ridiculous that all other classes have this and more, Guardian is a great example.
Perhaps it will be introduced in the next round of elite specializations, limiting us to 2 endurance bars and gaining access to Rifle or Longbow. But how long do have to wait for that?
Any thief who plays melee and is happy with the current state of the profession, then great I’m glad for you. I want 1050 range and ricochet back while we wait for the next elite!
[EU] Gandara
i just want to be par with every other class cause atm regardig dmg and defnese ability we defenetly not par
I’m just not cool with the idea that if I’m running a P/D and P/P set and a class with access to 1200 range weapons starts hitting me, the two skills I’ve got to respond with is Steal (which puts my 360 range focused build into melee range and often into the range of 600-360 range attacks) and Scorpion Wire (which I think has hit maybe two targets in my several years of playing and has virtually no synergy with other skills/traits), neither of which I want to use.
TL;DR: If I get hit from 1200 range my two good options are escape (rarely works) or tank the damage while I get in range (reminder of Thief health pool).
If supporting build variety is part of the current design philosophy why do I have to carry a Shortbow everywhere to stay competitive?
ATM thief has hard time melee in tpvp also diversity in play style
Like guard has range longbow
Good thief plays longer in his Sb than burst fast in melee
With all the aoe wells traps we can’t do kitten
It’s actually the opposite. The more experienced we become as Thief players, the better we become at recognizing each moment where we can dart in to melee and deliver spikier damage rather than the slower, milder hits from short bow. When do we have a hard time, it’s not so much because we’re incredibly weak, although we certainly are inherently lacking in large team fights. It’s because some abilities are probably too strong, like DH traps, or we just haven’t learned to expect and avoid them, like Chrono wells and the Reaper Death Shroud attack where they spin their scythe like a propeller and convert the aspiring warrior Thieves into downed Thieves.
But thief isn’t supposed to be about ranged play – why else have shadowstep teleports to the opponent and high mobility?
We’re a highly mobile (lulz) class that darts in and out hitting hard and fast, using blind and stealth to disorientate and exasperate. It may not quite work like that in reality all the time, but that’s the base idea. The staff plays into this (from what I hear, yet to get the Daredevil specialisation yet) with lots of evasive actions.
I don’t want to see thieves standing at 1200 distance plinking away with short bow/pistols so I really don’t want to see a range increase.
ATM thief has hard time melee in tpvp also diversity in play style
Like guard has range longbow
Good thief plays longer in his Sb than burst fast in melee
With all the aoe wells traps we can’t do kitten
long range pew pew isn’t really a diversity in play style. Make SB 1200, but cut p/p 3 skill down to 600 range instead? I say that as otherwise we’ll just have a load of pistol 3 people who then stealth up to regain init and then continue to hang around at 1200 range with repeated unloads. It’s even more brainless than the ghost trapper
(edited by Chips.7968)
We already have 1200 range. Just look at Steal!
They should put it on Pistols cuz I feel liek nothing in this world makes any sense anymore when a Revenant can throw a 2h hammer further than a bullet. :[ ‘n’ we dun’ eben get n e aoe.
(edited by Doggie.3184)
They could increase the range on Pistol but reduce it’s damage from 900+. They could also leave the damage the same but make attacks have a 30% chance of missing or 50% of delivering a glancing blow from 900+. This would solve the issue of people throwing magical hammers farther than people shooting bullets, while also keeping it impractical to play Thief solely as a ranged class.
They could increase the range on Pistol but reduce it’s damage from 900+. They could also leave the damage the same but make attacks have a 30% chance of missing or 50% of delivering a glancing blow from 900+. This would solve the issue of people throwing magical hammers farther than people shooting bullets, while also keeping it impractical to play Thief solely as a ranged class.
I think this is a marvelous idea. Increase pistols to 1200 but make them do less damage from further away. You could even split it into 3 categories, 80% damage at 900+, 90% at 600+, 100% inside 600.
Anyone else find it odd that most staff skills in other classes are 1200 yet most ranged targeted attacks are 900? Even worse a big chunk of those 1200 staff abilities are AoE. Hmmm……
“Youre lips are movin and youre complaining about something thats wingeing.”
i finds its funny that LB guard can do 2k on hit AA and #2 hits like 4-5k every 4 sec
so yes we have #3 unload which does 7-8k dmg in 1.5 and can be dodgeable/block/reflect/ reduce dmg with protection etc.. and we can spam it twice if we ant to have some initiatives left while other get to block/ reflect immune etc…
also revenant hammer the same more dmg in 1200 range and rangers for that matter
so i dont see any problem we have same range while we dont have those ability to protect ourslef but dodging/ running away
it will push range enemy to start thinking how to pressure range thief and not w8 for them to step on the traps or come melee.
so far the only efficient way to handle guards is when i play p/p bound. i wont contest the point but if he wont leave it he will be dead.
same with necro reaper my p/p kills them
but 900 is too risky in group fights where i see mesmer , ranger, guard, rev all stay 1200 range and do nice dmg where i need to be 900 (which most of the time is 450-600 range)
If only thief was given rifle instead of another, redundant melee option.
Scorpion wire is 1200 range. Eta on nerf to 900? I fully expect it to happen. Dev’s won’t let us have nice things.
Scorpion wire is 1200 range. Eta on nerf to 900? I fully expect it to happen. Dev’s won’t let us have nice things.
It needs the 1200 to help prevent it’s range from bugging out, which it still does but not as much as it did pre-range buff.