Devs: Thinking In the Box

Devs: Thinking In the Box

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Posted by: Crawford.4135

Crawford.4135

Once again you prove you hate S/P Thieves, as I have said now for a year:

“We have also somewhat reduced the effectiveness of high evasion thieves by reducing vigor up time and adding some cast time to the Shadow Return skill on the sword

You’re asking me to use an ability that cost me Int to now have a cast time? You could have increase the Int cost, but you thought inside the box.

S/P doesn’t rely on Stealth like D/X or X/D thieves do, but you continually ignore what a S/P thief is within your own game.

Again and again, you nerf the 1% Thief setup in the game? Just doesn’t make sense. Just remove Swords from Thieves, you obviously have no idea how one is played – you certainly don’t have the stats on S/P to prove you know the class well enough, either.

1% ArenaNet, 1%

Let’s not forget this is a Survival for a S/P thief in Dungeons. When I see a boss about to slam me to the ground I Shadow Return out if my Dodge is down. Nope, you’re telling me “S/P Thieves are useless in our game. Thanks.”

Now I have a cast time to get out of trouble in your PVE and PVP system…And it cost me Int, too.

. . . Wait, yet Elementals can continue to run into Keeps via Vapor after being downed, get right back up, rinse and repeat.

I have lost hope in this games future

(edited by Crawford.4135)

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Posted by: Jrunyon.3012

Jrunyon.3012

As an ex-s/p thief I have noticed your posts after recent patches. They are 100% spot on.

Nesmee – Thief
[OHai] – Northern Shiverpeaks

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Posted by: magom.3275

magom.3275

Just posting for support you. Like a s/p PvE thieve myself, i can tell you this is a unfair, unneeded and bad thinkingh nerf, S/P get bad nerfed in the last patch and now it will get even more nerfed whithout any good justification.

I guess this is just because spvp, like every nerf in the thief history, pve thief are just overpassed like if they was non existent. Shame on Anet.

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Posted by: dazed.4152

dazed.4152

it’s true, some of the proposed changes are going to wreck s/p good and proper. losing opportunist viability, vigor for evades and shadow return is going to make this weapon set next to impossible to play. shame when a weapon set that was already viewed as the black sheep gets ruined even more.

[DERP]

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Posted by: Crawford.4135

Crawford.4135

Seeing the replies in here is more proof of the 1% build – just not that many of us s/p builds. And because there is not enough of us to voice our concern ArenaNet will never hear out voices of concern.

Thanks to the S/D player the S/P players will be gone come Dec. 10. Maybe some day we can find a game where the developers actually care about the players concerns.

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Posted by: Travlane.5948

Travlane.5948

what is s/p ?

Message Body length must at least be 15.

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Posted by: Zacchary.6183

Zacchary.6183

what is s/p ?

Message Body length must at least be 15.

stick/popgun

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Posted by: Peow peow.2189

Peow peow.2189

pretty sure this inf strike nerf is a nerf to counter the s/d set up and is indirectly effecting s/p

me:why not just re-work larcenous/flanking strike? or even leave the shadowstep circle on the ground so enemies know exactly where you are going too..
anet: ooooo thats no fun lets just damage the entire sword set while we’re at it!

but seriously tho, i doubt this is bad enough to ruin the entire sword thief play, it will make things a bit more skill driven tho. I for one will still play s/p

(edited by Peow peow.2189)

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Posted by: foste.3098

foste.3098

The way anet makes ‘balance’ changes is they look at spvp (or tpvp), then they look at the forums, see what people are crying about, then nerf something to make the thing that people are crying about les efective (shave it by 50%) and in the process, nerf all other specs to helll and back and back to hell.

see no evil ,until i stab you

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Posted by: Advent.6193

Advent.6193

RE: foste
Seems that way, to be honest. The problem is … nerfing anything based on pvp is rather doomed to fail. Heck, even with as aggressively as (s/t)PvP’s been pushed since launch, it’s still the most sparsely populated part of the game entire. Unfortunately, it also seems that most of the changes that would have made the game mode more enticing are summarily ignored, or at least placed squarely on the back burner.
Meanwhile the mode’s proponents cause nerfs/adjustments that backfire on the other two game modes.

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

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Posted by: skyd.9678

skyd.9678

Honestly i agree with many of the change, only 2 things let me perplexed, cast time on shadow return (principal meccaninc of the sword) and utility of hard to catch.

R.I.P. thieves

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Posted by: Doggie.3184

Doggie.3184

They hate us for using stealth, and hate us for not using stealth and want us to go back to stealth.
It’s so confusing. It really is.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.