With a big feature update coming our way I thought it might be appropriate to formulate a post covering current Thief issues so that ANet may actually addresses real issues instead of making up their own (because Initiative was a problem, right?).
Most issues come down to our trait design and that’s where I’m going to focus most of my attention on. My assessment of various traits is largely based on WvW and PvE, as sPvP obeys slightly different rules.
General issues:
Over-reliance on stealth: Thieves are reliant on stealth for everything ranging from Condition removal, over passive healing to burst damage. Stealth does so much for a Thief and going into stealth is almost always the best option that Thieves cannot be blamed for “stealth spamming” when it’s clearly the optimal way to play. This has made the class inherently frustrating to play against and this won’t change until this fundamental design flaw is fixed. Giving Thieves more options for reliable condition removal and healing outside of stealth may help alleviate the issue but ultimately making stealth either a defensive maneuver OR an offensive maneuver is the only way forward. As long as it’s both, it will always be the best move for Thieves and will continue to be exploited as much as possible.
Lack of group support: Thieves are almost always played as damage dealers, simply because the class doesn’t cater to any other play-style. The options to support your group are very limited and a Thief is pigeonholed into DPS for the lack of other options. Venom-share builds might be worth mentioning here but they too are held back by the general lackluster nature of venoms.
Lackluster traps and venoms: Every class seems to have a category of utility spells that just don’t seem to work well. But Thieves have two, in both traps and venoms, that are very rarely worth-while. The issue with traps is pretty straight-forward. Thieves are a highly mobile profession. In fact it’s one of their defining feats. The concept of traps just doesn’t mesh well with this feat. Traps lend themselves to stationary game-play and I’m doubtful we’ll ever see much of that on Thieves. Traps are conceptually flawed on Thieves and I’m doubtful they’ll ever be a popular choice regardless of how much they’re buffed.
Venoms on the other hand suffer from the abundance of conditions. There are so many ways to apply conditions, from Sigils, traits and various attacks, dedicating a rare utility slot to them is rarely worth-while. They have their niche appeal at times but generally aren’t worth-while. Consolidating them might help somewhat but won’t change the abundance of Conditions in general.
Old traits: When comparing the Thief traits to something like Warriors, it’s obvious that Thieves traits have never received a proper design review. Many traits are completely lackluster or are simple damage modifiers with little/no changes to game-play. This is something I hoped would be weeded out over the year, but progress has been slow.