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Posted by: Travlane.5948

Travlane.5948

Ok so along the line some of the nerfs on thief have been justifiable and righteous blah blah blah. 75% of them arent. the reason i say this is in the last 6 months almost 7 now thieves have been good/great at roaming but truly fail to find a contributing niche anywhere else.

So with all the nerfs and only like 2 real buffs (LS and Steal) why are we continuing to get the bat? all the QQers? It truly cant be bc anet thinks 1 v 1 is the most important thing or even A important thing in gw2.

Where is the direction or goal of these going towards? all i see is the game getting dumbed down. why not make other classes better and RARELY ever nerf. then we would all be strong and would come down to player skill…..oh wait…bc older/younger players wont play bc they cant rely on instinct or reaction time or hand eye coordination. my answer: thats what PVE is for.

anyway like i said we are impossible to play underwater now ….. we suck at PVE generall and dungeons/bosses we are laughable. SPVP we kinda had a chance with s/d and that was ONLY bc many people liked to play bunker style….if everyone played zerk we’d die in a blink too. in wvw our SB is useless and so is s/d as it has little defense against more than 1 player. we are literally stuck with d/p or p/d which is not really usefull in larger fights. we are good at roaming and now we are mediocre. we are 2nd/3rd in burst dmg…… id say 1st barely in combat mobility and 2nd in our of combat mobility but dead last in boons blocks invulnerabilty ranged combat weapon choices tied for last in lowest HP and def by far the most squishy REGARDLESS of traits/armor. hell even most our dmg is 50% trait based :P.

ANET: Where is Thief profession headed? or where do you aim it? i;d like to think this is where most of the thieve players heads are at now. we are confused….dissapointed and ready to reroll/quit/suck it up but none of those is somethign i think you want your player base to do. I have never heard in any of the videos from corporate about goals other than mobility which has had about 10 to 1 nerf vs buffs .

PS: most this nerfs lately seems so out of left field i just dont understand. List of:

trick shot
roll for initiative(underwater)
withdraw (underwater)
3 spear attacks(underwater)
cluster bomb(underwater)
shadow return distance on sword
stun break on sword

just to list some. these were all very VERY fun and didnt do anythign huge to the enenmy (other than cluster) so basically you just made it MUCH less fun to play. who cares if we can evade backwards alot to escape a fight….we have only 1 access to underwater stealth…we REALLY wanted that evade combo. stun break on sword? so much for not needing stealth…time to build it back into s/d. cluster bomb? 900 ranger makes me wanna salvage my dreamer. shadow return distance 1200….ptfff another reason to add in stealth….thanks. plus it was fun….didnt hurt anyone…just gave us another way out…..not much different than stealth…plus pve had plenty of uses. trick shot non heatseeking? yeah so many complaints…did we even have 1 complaint? even if u dont want it heatseeking …fine can you make it 2x faster arrow flight with same animation speed…thats fair…no?

plz stop making a game we like worse. buff other classes and give thief a role …..we dont wanna be prebattle blast finishers and thats it. you are goign to make players jump ship to another game when it releases. this is an earnest thread so plz take it to heart and is not made to troll.

thank you.

TO READERS/PLAYERS: plz post what you think about the overall changes/direction of thief and the game and how you perceive it as a player/fan.

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Posted by: Zacchary.6183

Zacchary.6183

Anet has been increasingly sucking every month. After the massive loot nerfs and RNG juggling, unclear information, blah, blah and more blah….

Long story short, this is more than just about thief nerfs. Anet has no clue period. There are games out there with content that is fun for everyone…. not just the supercasual gamer with better-than-average computer specs.

I don’t mind it AS MUCH since I understand that using a budget laptop has its consequences, but holy kitten they could at least improve it a little.

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Posted by: animalmom.1062

animalmom.1062

The most confusing decision for me as changing the C/D on last refuge.

Thieves hate it and it’s an ability, they don’t hate it because it’s useless, they hate it because it kills you.

Case 1 – ANet understands this and wants us to die more – this would actually comfort me, sure it’s dumb to have an ability that hurts you but at least they know wtf is going on. Sure its sad if they want us to die etc, but at least they dont want us to die without udnerstadning wtf they are doing

Case 2 – ANet doesn’t understand this. This means that they are clueless, don’t listen to feedback and operate in a moron-like vacuum. This scares me.

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Posted by: Ghostwolf.9863

Ghostwolf.9863

Here’s some improvised ideas that imo would improve the thief for the future.
Not changes we likely would see, but changes at least I would like to see
to increase build variety.

Currently thieves rely too much on Grandmaster traits, to maintain
enough dmg or surv to kill other players than full glass cannons before other
players kill them. And with a lot of dmg nerfs since release, we rely on these grandmaster traits even more, since we were never given something to make up for the dmg loss..

I would want to see changes like Hidden Killer moved to Master,
and possibly the crit chance from it nerfed to ~40-60% instead of 100% to
balance it out a bit. D/x relies way too much on this trait for leaving it out.
Other classes I’ve played have the traits they rely most on with their weapon set
spread all over over between adept and grandmaster in their dmg lines,
while thief benefits most from grandmaster.

Shadow Protector 10 seconds regeneration instead of 5.

Last Refuge to queue up after your attacks, and interrupt skill usage for 0.5 seconds.
Instead of insta revealing when fighting something.

Assassins Signet changed to 20% damage on next 5 attacks, currently
the dmg increase difference between passive and active is way too low.

Traps need to become viable, and instead of being single target
(unless 2 ppl walk over them simultaneously) stay up for a bit to work
on additional targets.

Venoms need an improval too.

Basilisk Venom take advantage of stun increasing runes/sigils.
We have way too low access to being able to disable targets, like other
classes do with fears, knockdowns and stuns with weapon skills
for way higher duration than thieves do with their elite skill.
Sure, we have a pistol whip, and a couple of dazes, but I find them useless
compared to a whole kitten knockdown.

And I don’t see where the lotus poison nerf came from.
Maybe Gas Cloud, poison on steal, spider venom and a couple of body shots stacked
vulnerability too quickly. But well, just body shot spam stacks it even quicker.

And the cluster bomb nerf? o_O
It’s a kittening snail while it is in air which makes up for the high range.
Now it’s both a kittening snail and short range.

And now S/D has no way of countering D/D eles or engineers anymore.
And will end up perma knocked down on spot against them if the Shadow Return fails,
as it likely does, which usually means the thieves death in 3-5 seconds, unless in a
defensive build which gives up their ability to kill ppl for having enough defense to survive. We need the stunbreaker back or be given stability or protection without having to blow Elite Skills.

Thief, Engineer, Mesmer – Seafarer’s Rest (EU)

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Posted by: Tulisin.6945

Tulisin.6945

Case 2 – ANet doesn’t understand this. This means that they are clueless, don’t listen to feedback and operate in a moron-like vacuum. This scares me.

I have to agree that this is by far the most frustrating aspect of the recent changes. They demonstrate that, while ANet may perceive some issues, they don’t really understand the source of those issues.

Underwater combat for thieves is another example. Water combat as a thief, since release, has been terrible in every way. Most utilities don’t work under water, thieves cannot leverage their mobility nor stealth. However, spear #3/5 allowed thieves to function under water, albiet in a limited capacity, for PvE and holding in place in PvP. Doesn’t mean thief water combat was good, just that it was viable enough to get by on two broken skills. ANet obviously recognized both of these issues. The fix, however, makes no sense. They removed the only viable under water skills and boosted stealth attacks in an environment where stealth is nearly unachievable. The end result being that thieves are still terrible at water combat, it is still boring, and now there’s not even a stop-gap solution. They didn’t even simply nerf the water skills for PvP (where they were causing issues in hotjoin water matches), opting instead to destroy thief water PvE as well.

I just hope they never make an underwater-heavy combat dungeon.

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Posted by: Travlane.5948

Travlane.5948

yeah i wish anet would make a video or adress some of the common concerns as they are about to be losing a % of player base. if they dont like thief fine just say so ….then their actions will match their verbal claims. so many of these nerfs are just a joke. i mean there MAY be stuff we dont know like adding in rifle to thief arsenal but prolly not so chacnes are they just hate they way they made us. i mean most of these just dont make sense like 50% distance on our 2 evade utilities underwater? welll ho about you add stealth on them instead? we die and suck and die and did i mention suck underwater?

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Posted by: folly dragon.4126

folly dragon.4126

I just just posted something on a future title to be released in 2015, but its in regards to stealth, which is very important.

Stealth was never the problem for grandfather titles, the problem has to do with what happens after attacking from stealth. All developers seem to believe damage should spike from the start. But imagine if it didnt, you come out of stealth, with a very low damaging poison/bleed/snare (maybe not all) or even confusion, followed up in combo by a root, then an evade light damage torment, finished with a high damage finisher. They could have effectively allowed permastealth, stealth breaks on attack, and kept just one elite that allow thrm teleport away into stealth, with a 2 minute cooldown.

Instead, the are slowly pigeonholing us, limiting our group pve play, destroyed our underwater engagement, crushed or diversity by abolishing our only ranged greater then 900 range, continue to ignorr pistol/pistol.

Oh, but next month will bring more gempacks to spend on an RNG event.

I really loved GW2 in the beginning, but instead of finetuning classes against themselves like they stated back in development, they choose to balance them to other classes. It almost seems that when truly inspirational ideas are brought forth to help fix whats really an issue, we get the puffed chest and flamer fanbois syndromes working against us.

Most thief enthusiasts dont want the easy life or easy game, we are wanting the fair game, the concept yet to be delivered.

So perhaps the best idea is what happened many years ago in DAOC, Lurikeens, the shortrace werent allowed as tank classes, so in protest, the entire server massed up as level lurikeens and took to RVR.

The devs were so impressed, they implemented Lurikeen hero class. Forum petitions also help.

Perhaps its time we thieves make a stand together, organized. Pick the Server we should all guest on and time and lets make our disappoint known.

Sir

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Posted by: Travlane.5948

Travlane.5948

hate to offer a stealth fix on my own thread thats more about direction/purpose of nerfs but what about a 2 sec max stealth but a 100% total mobility/speed buff. so you are running 2x faster than normal out of combat running but only while in stealth for 2 secs max (3 if traited) and then you have to wait 5 seconds to reenter stealth (4 secs if traited) and you also got a 1 sec cripple condition when leaving. i mean its an idea. they could do things like this easily then we could maybe get our dmg back up a lil or mobility back up.