Does Thief need more survivability ?
Their survivability is great… You will be hard-pressed to find a thief who will fight to the death.
Their sustain is terrible, though.
Of the nine classes in the game, thief is easily the class that dies the least, because it’s mobility and get-out-of-jail-free cards allow it to disengage any fight it’s not winning.
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Yes, it does.
Having to run away does not make the class good. It has kitten for sustain.
Zero access to any of the defensive boons and the only block is locked behind an espec.
People always confuse the class having to run away like a kitten as the class being good. It’s not. It’s the opposite.
Having said that, I would say if the class was moved up from the lowest HP tier to even medium tier, it’d fair a lot better than it currently does…even with zero access to sustain options.
Yes, it does.
Having to run away does not make the class good. It has kitten for sustain.
Zero access to any of the defensive boons and the only block is locked behind an espec.
People always confuse the class having to run away like a kitten as the class being good. It’s not. It’s the opposite.
Having said that, I would say if the class was moved up from the lowest HP tier to even medium tier, it’d fair a lot better than it currently does…even with zero access to sustain options.
While I don’t disagree, there’s a problem with that. Thief is the king of resets. In a team environment, if a thief jumps in and roughs targets up and makes them spend their cooldowns, then backs out when it’s allies arrive to take over the fight and keep the enemy from resetting, it will return to the same fight a moment later fully restocked, so to speak. In certain 1v1’s this is also useful, as some classes have really long cooldowns, compared to us.
Or it might just kill opponents outright, as it’s also one of the most bursty classes in the game.
Then again all I am saying here is that a thief might need two tries to bring a target down if they can’t do it on the first go, which doesn’t exactly speak in the classes favor… But that’s kind of how the class was designed from the start wasn’t it? All burst, short engagements, no sustain.