ArenaNet,
Let’s discuss your change to Infiltrator’s Strike Shadow Return change you recently placed into the game. Before Shadow Return was Infinity to return to location (granted it had a timer). In your change you made Shadow Return a 1200 range.
We all know and understand why this change was put in place. Heck, I bounced back and forth on 50 players over and over and they could never kill me. Ok, sure I am most positive I and a few other S/P thieves were the reason for the change to 1200 range.
But let’s be realistic for a moment and look at a few aspects.
- S/P Thieves do not rely on mass stealthing all over the place, you built us this way.
- Infiltrator’s Strike has been the most survival ability for us (without the mass use of Stealth)
- The only power behind Infiltrator’s Strike, mainly, is to catch someone, and that is only 600 range to get to that person (granted with Steal it can be quite a bit more)
- Infiltrator’s Strike is the key survival to a S/P thief, it is what keeps us alive unless we’re out smarted.
So, there is a simple, general aspect of how a S/P. Ok, 1200 range, correct?
- Warrior Greatsword skills can avoid an entire zerg (seriously, it’s like the Energizer Bunny. they just keep going, and going, and going, and going . . .)
- Elementals can troll travel just like Warriors, and let’s not forget about trolling outside Keeps, only to run back in and self rez (rinse and repeat anyone?)
- Ranger Greatsword (need I say more?)
What I have listed above in all honesty is no different than the previous Infiltrator’s Strike. It allows the player to attack (out of stealth, just like most S/P thieves will play — remember, you designed us this way) when they want, and leave when they want. Warriors, Elementals and Rangers are extremely effective in this area — (S/P was).
Again: S/P thieves do not, again, do not rely on Stealth. We’re the most loved Thieves in WvW because we’re out in front of everyone without disappearing every 10sec(per se) but we put up a great fight. (Everyone loves a Thief that isn’t in pure stealth night and day, right?)
I do not wish to ask you to give Shadow Return Infinite. I am asking that you reconsider giving it a max of 2400, or 1800 at the least. 1200 told us S/P thieves you have no desire to continue to help/support this build, and left us in the dark.
Currently you have given great utility to Dagger setup Thieves, but you really have not looked at the S/P players. I know, I know — there are only a few in the game and it may be a waste of time for the developers to pass a little lover our way. We’re not able to Heartseeker out of Blackpowder, for one example, as we simply do not use Daggers. We’re Sword thieves with Pistols — We’re the Van Helsing of Thieves? (that might be a little much there, but you get the point).
My point is that your change was really harsh to the Thieves that don’t utilize stealth like Dagger thieves. So we’re out of stealth just as much as a Warrior, Elemental and Ranger. So here is one small thought to a change that S/P thieves are asking (well, at least I am, there’s just not many of us)
- If a Thieve chooses S/P setup, they get the following
- 2400 Shadow Return Range — only for S/P Thieves
- Dagger/X or X/Dagger Thieves will keep their current Combo abilities.
I think this is a fair, balance and meaningful way to give back to the few players you have that still enjoy S/P builds. After all, we don’t get what Dagger setup Thieves get (by any means) and I certainly hope you consider this for those that love Swords. And, Pistols.
Remember, to date S/P thieves have received the largest nerf to date, (Pistol Whip nerf a long time ago) so can you please consider this? I never complained once about the PW nerf, I felt it was justifiable (I honestly did, and still do). But something for the few of us would be nice.
Sincerely,
Sword / Pistol
(edited by Crawford.4135)