(edited by babazhook.6805)
Balance patch Hypothetical
Instead of buffing everything else and thereby introducing even more powercreep to the game I would rather see nerfs to currently overperforming skills/traits/weapons.
Obviously along with nerfs to other classes.
Anyway in my opinion the biggest discrepancy is between our weaponsets.
Compared with d/p nowadays x/d builds have an even harder time gaining stealth with all those blocks flying around. Adding the high damage and the nice gap closer/blind through shadow shot there is little reason to use another weapon for a stealth based build.
Making it harder for d/p to gain stealth or making it easier for x/d would increase diversity the most imo.
[SPQR]
Instead of buffing everything else and thereby introducing even more powercreep to the game I would rather see nerfs to currently overperforming skills/traits/weapons.
Obviously along with nerfs to other classes.Anyway in my opinion the biggest discrepancy is between our weaponsets.
Compared with d/p nowadays x/d builds have an even harder time gaining stealth with all those blocks flying around. Adding the high damage and the nice gap closer/blind through shadow shot there is little reason to use another weapon for a stealth based build.
Making it harder for d/p to gain stealth or making it easier for x/d would increase diversity the most imo.
One thing I wouldn’t mind is if they gave offhand dagger an on use invisibility rather than on hit
It still needs a way to catch up to foes but considering that invis is your engage/disengage tool – on use would make it far more useful
Tis just one thought as to bring it up to par
Maybe bring the int cost down by 1 point too
I would say that the biggest problem is with utility diversity. This is a fairly big topic, so as a general rule I would say that utilities that do not work because they (1) grant too small an effect, (2) have an excessive cooldown, and (3) are generally broken/inconsistent need to be fixed by (a) increasing their effects, (b) lowering their cooldown, and © addressing the bugs/inconsistencies in the mechanics. My list of skills below.
Category 1 Skills (Effect is not sufficient to justify use in most cases):
Ice Drake Venom (add bleed), Devourer Venom (add confusion), Ambush Trap (summon two), Thieves Guild (summon four), Dagger Storm (suggestion for changing skill below)
Dagger Storm—now a cone AoE that throws daggers in a stream for 5 seconds. Provides directional (front facing) reflect of projectiles. Can be used while moving.
Category 2 Skills (Cooldown too long to justify selecting it):
Blinding Powder (30 seconds), Thieves Guild (90 seconds), Dagger Storm (60 seconds)
Category 3 Skills (issues with mechanics):
Scorpion Wire (this needs to actually pull people consistently). There are other pulls that do work and this should act like them.
Shadowstep (change to clear 3 conditions when it teleports). This is a minor tweak, but necessary because—if I just got hit with a ton of conditions/damage, why on earth would I want to teleport BACK to where I was just smacked around in order to clear them?
Shadowstep is an engage tool with a secondary disengage, thieves who do not use it for an engage tool can reroll scrapper plz, I hear it doesn’t take much thought.
those cd’s are all fine as basilisk will still be chosen by any thief who use Shadowstep right.
you actually managed to make daggerstorm worse.. gg
omg… Ice Drake Venom (add bleed), Devourer Venom (add confusion), Ambush Trap (summon two), Thieves Guild (summon four), Dagger Storm (suggestion for changing skill below)
anyways… this is why we can’t have nice things…
I would rather not into the details of specific changes as there multiple threads for that. I am more interested as to where thieves think the major issues lie out of those defined categories.
My own opinion is that the utilities need the most attention. Many are unchanged since rollout and have been passed by.
This does not mean I think traits and weapon slot skills are fine.
(edited by babazhook.6805)
If you can’t appreciate condition damage thief as a viable alternative to power then there really isn’t anything I can say.
Babaz is right though, simply ranking the balance issues for me:
(1) Utilities, (2) Weapon Skills, (3) Specializations.
Number 1 priority to me is Shadow Art — more shadowstep traits.
Example:
Shadow’s Embrace – in addition to 1 tick per second while in stealth, it should also trigger every time shadowstep is used. The local cooldown on each shadowstep skills (Steal, Infiltrator Arrow, etc.) should be enough to limit this. This simple change will give the Thief the necessary utility it needs. Besides, it’s called Shadow’s Embrace so it makes sense to also trigger on shadowstep while not in stealth.
Resilience of Shadow and Shadow’s Rejuvenation – should trigger on shadowstep. It could linger for 3s after using shadowstep while not in stealth.
All venom traits should go to Deadly Arts to free up space for more shadowstep traits. Venom traits do not belong in Shadow Arts.
Cloaked in Shadow should be baseline to weapon skills that typically spec’ed for it (i.e. Cloak and Dagger) or merge CiS and Hidden Thief together and put it in GM. This will free up more slot for more shadowstep traits.
The next priority is Trickery — a lot of traits needs to be baseline (15 init max without spec’ing Trickery)
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
The problem is that the traitlines are all SUPER synergistic. We need more traitlines like Daredevil, where all of the relevant things are contained in one line, INCLUDING skills.
Instead, I have add-on effects to Steal (one of Thief’s profession mechanics) spread out across three different traitlines, sometimes with bonuses to recharge based on what actions I take WHILE holding a particular weapon.
It’s not helpful.
This is in contrast to Trickery, which for the most part makes sense (though I’m curious as to why Flanking Strikes are here and not in CS). It has buffs to steal, and adds to Trick skills even though they have almost all been knocked out of the meta.
Thief, perhaps more than any other class, could use a return to the GW1 style of spec’ing characters.
The more and more time that goes by, the more sense it makes to add blind to d/d 5
Of course like some have said, maybe there is nothing lacking, perhaps the bet course of action is to bring other thing in line aka nerfs.
(edited by Cobrakon.3108)
Personally? I’d love to see the trait and specialization system reworked completely. It has been a huge drain on everyone, and thief especially since its inception.
I’d much rather see the ability to freely select 9 Major and 9 Minor unlocked traits across all specializations rather than needing to slot three of five (or six, with HoT) specializations. In the very least, this would help build diversity as a whole and bolster synergies without being shoehorned into specific specializations.
So from the perspective of thief, rather than my choosing Acrobatics, Critical Strikes, and Trickery to make a nicely durable and versatile sword/dagger build whilst exploiting Invigorating Precision as I have been since the trait was first introduced, I could pick and choose in a way similar to how traits were prior to June 23rd, 2015. Thus I could dabble in Shadow Arts (for more stealth and durability) or take Daredevil (for more dodges and staff) as well.
And the biggest bonus is that players could begin with a pair of traits at 1st level, gain a second pair at 10th, and so on every 10 levels thereafter (to the maximum of 9 pairs at 80th level).
(That and, in theory, we could get more than 9 major + 3 minor traits per line, allowing build diversity to continue to grow.)
If I were to ask for anything on thief, it would be a buff to group support in some way. Whether that’s buffing venoms to be actually useful (and automatically hitting the party without the trait), or adding shouts of some kind.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald