Current Thief issues
I can’t really pinpoint a specific problem, and no one has to agree with me, but I feel as though, by trying to balance the classes, they made it ironically harder for us to survive. Here’s what I mean, we barely have any real physical protection what with a low hp pool and what-not, and most thieves usually have one stun-breaker on their utility bar (shadowstep). I personally believe Anet feels like our stealth fixes everything and the problem is, it does. Yeah it cleanses conditions, but it helps with not getting hit. Heck, if I get stunned and my SS is on CD (I am one of those that only have 1 stunbreak and strongly feel as though steal should be a natural stunbreaker) I use blinding powder. Why? It obviously doesn’t break stuns, but it hides me in stealth giving the illusion that I broke out of stun and sequentially went into stealth, when in reality I’m still there. But stealth fixing so much is also what kills us. It’s a double edged sword. You can say “Oh Red, don’t use such stealth heavy builds” and I have, but at the cost of little condi removal, only real thing to help are Lyssa runes, and I hate using those. they are good but I dont like using what every other thief uses (I use Travelers so I may not have much say in that but still). So with the addition of like 1 more stunbreak on my utility bar, let’s say RFI and IS, I now lose the condi removal I’d have to invest into Shadow Arts for. To close, I feel like the false perception of thief invincibility has actually made us more vulnerable than we need to be. There is a difference between a challenging profession, and a punishing one. As it stands in the current META and with all other builds, the thief class will punish those who haven’t the discipline and drive to learn it and use it against the other classes, most of which are in a much better spot. And you can’t blame them, no one wants to play a class that takes weeks to master. Yes I’m proud to be a thief, but I can’t speak for everyone, especially the warriors that are warriors because the other classes proved to be too much of a chore, like the current thief.
Current Thief issues ?
The Dev’s who think Nerfing us every single Update Instead of fixing us is Funny………………….
seriously i could list 23557264727356363563 whats wrong with thief
and with every update that Number grows………..
-Total War: Warhammer
-Guild Wars 2
Fixing Last Refuge should be the top of that list.
definitely.
Also, I wouldn’t mind seeing more group utility, like an AoE revive skill. Most classes have an AoE instant or quick revive that they can bring, but best thief can do is AoE stealth while doing the generic long revive.
I dont know where I should start:
Last Refuge
(You know why!)
Venoms
(Too weak and and too high CD to work alone)
Stealth
(A completly broken mechanic)
Acrobatictraitline
(No good conditionremove, very weak in relation to SA or stealth)
S/D #3
(Bad designed, worse than before the rework; no specific task and a boonsteal, that make BT useless)
Bountiful Theft and Larcenous Strike
(Boons run very short, too short; Mesmer steal better than thieves, and boons have the full duration.)
To less HP for PvE
Underwater:
No access to stealth or condition remove, except through the healskill, 1 signet.
50% of all skills dont work there
Spear #4
(Must be the stupidest skill in this game.)
-Charr Thief-
It’s good to be bad!
(edited by Black Teagan.9215)
Startig from obvious ones: Dancing Dagger, Venoms, Last Refuge, Tow Line(underwater), absolutely useless traps (Shadow Trap has some application in Dredge Fractal “Bomb Part”, but that’s it), lack of block skills, lack of ranged pressure, buggy Steal cd, rubberbanding on some teleportation skills.
Last two have to to do with game mechanics rather than a thief itself but using IStrike to your target and being ported back to your original location?! Come on. Steal has some line of sight issues that many of us have both noted and reported already. As for blocking skills: we could use Sword OH that has a skill like eng’s Static shield or ranger’s Counterattack. I’ve been thinking about sth like this ‘Block attacks for 1,5-2 sec. If your attacker is in melee range, gain stealth and stop blocking’ – it should also deal minimal amount of damage upon entering stealth to prevent chaining the skill in melee to get stealth several times. However, what irks me most is our inability to deal dmg from range. I will skip PvE where everything outshines us in ranged DPS (maybe not guardian). We do not pose threat to far bunkers either. Bomb eng or spirit ranger will laugh at cluster bombs from range and going in with e.g trickery dp is a sucide. Pistol MH could use some better power scaling as well.
http://www.sirlin.net/articles/playing-to-win-part-1.html