[Forum Specialist] Specialization Update

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Posted by: Jana.6831

Jana.6831

Daggerstorm: This is an alright skill right now, but really is only useful against ranged foes. It gives stability which is nice, but it’s already reflecting projectiles, and using it in close combat is dubious. I think the CD should be lowered to 75 seconds and the duration shortened to 4 seconds. As a trade off, you no longer just spin around throwing daggers wildly, but you reflect all projectiles and evade all close combat attacks.

I disagree – I’m using daggerstorm for now 1,5 years and I love it. The cooldown is already reduced to 75 sec when using the trickery line – the duration lets me save my buddies in dungeon/fractals/helps against all ranged enemies in wvw – I mow down (before the patch) chunks of the enemy zerg – I don’t want it changed.

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Posted by: babazhook.6805

babazhook.6805

My main problem with the new traits is that they reduce build diversity and seem tailored to specific builds.

Shadow Arts
The changes to Shadow’s Rejuvenation and Shadow’s Embrace only work for thieves who spend at least 3 seconds in stealth. They don’t work at all for more aggressive play styles.

Shadow’s Embrace – Switch to remove one condition on entering stealth. No more periodic condition removal (assuming a nerf is actually needed).
Shadow’s Rejuvenation – Same here, except that you gain one initiative on entering stealth.

Acrobatics
This trait line seems built specifically for S/D meta and it won’t provide much benefit to other builds. The traits are way to dependent on Vigor which really limits your build options.

Expedious Dodger – Increase the Swiftness duration.
Fleet Shadow – Replace this trait with Ricochet
Hard to Catch – Remove endurance gain (I don’t like how random this is and would rather get endurance from other sources)
Endless Stamina – Remove this trait to reduce the Vigor dependency.
Feline Grace – Successfully evading an attack should provide a fixed amount of endurance. This needs to have a more significant impact on the number of dodges available.

No do not put a pistol trait in the Acro line we want to get away from that.

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Posted by: babazhook.6805

babazhook.6805

Daggerstorm: This is an alright skill right now, but really is only useful against ranged foes. It gives stability which is nice, but it’s already reflecting projectiles, and using it in close combat is dubious. I think the CD should be lowered to 75 seconds and the duration shortened to 4 seconds. As a trade off, you no longer just spin around throwing daggers wildly, but you reflect all projectiles and evade all close combat attacks.

I disagree – I’m using daggerstorm for now 1,5 years and I love it. The cooldown is already reduced to 75 sec when using the trickery line – the duration lets me save my buddies in dungeon/fractals/helps against all ranged enemies in wvw – I mow down (before the patch) chunks of the enemy zerg – I don’t want it changed.

I too use daggerstrom a lot. It works wonders in Zergs and especially when two theives use it at once. A chunk of the enemy are loaded with bleeds and cripples and on its own it can pump out lots of damage. trait SOM and you get lots of heals. Have a strength sigil or the might on crit food you can gen might stacks. The reflect works great and it the only source of stability.

With the changes the damage it pumps out has also climbed.

It works great in Lords rooms or camps to clear them out quick and the ability to move while using it allows some ability to avoid the champ/supervisor. (Since they are crippled you can move faster than them while spinning)

We do not need even less AOE

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Posted by: Jana.6831

Jana.6831

I too use daggerstrom a lot. It works wonders in Zergs and especially when two theives use it at once. A chunk of the enemy are loaded with bleeds and cripples and on its own it can pump out lots of damage. trait SOM and you get lots of heals. Have a strength sigil or the might on crit food you can gen might stacks. The reflect works great and it the only source of stability.

With the changes the damage it pumps out has also climbed.

It works great in Lords rooms or camps to clear them out quick and the ability to move while using it allows some ability to avoid the champ/supervisor. (Since they are crippled you can move faster than them while spinning)

We do not need even less AOE

Yes and not to forget the whirl finisher ability which lets me heal my allies and poison my foes – I really like it the way it is even though it’s not useful against any enemy that comes along,

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Posted by: babazhook.6805

babazhook.6805

I too use daggerstrom a lot. It works wonders in Zergs and especially when two theives use it at once. A chunk of the enemy are loaded with bleeds and cripples and on its own it can pump out lots of damage. trait SOM and you get lots of heals. Have a strength sigil or the might on crit food you can gen might stacks. The reflect works great and it the only source of stability.

With the changes the damage it pumps out has also climbed.

It works great in Lords rooms or camps to clear them out quick and the ability to move while using it allows some ability to avoid the champ/supervisor. (Since they are crippled you can move faster than them while spinning)

We do not need even less AOE

Yes and not to forget the whirl finisher ability which lets me heal my allies and poison my foes – I really like it the way it is even though it’s not useful against any enemy that comes along,

And that long lasting whirl is great in friendly combo fields as well.

Only Elite i really do not use is Thieves Guild. Maybe if the power health of the same scaled to the palyer. I am not sure what would work.

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Posted by: Jana.6831

Jana.6831

And that long lasting whirl is great in friendly combo fields as well.

Only Elite i really do not use is Thieves Guild. Maybe if the power health of the same scaled to the palyer. I am not sure what would work.

I use it underwater, for that it’s great as most people really have troubles underwater (including me) or in some dungeons against a single target.

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Posted by: Maugetarr.6823

Maugetarr.6823

@babazhook & @Jana

It would keep it’s reflect though and be traitable down to 60 seconds. It would still give out bleeds, and it would evade stuff in close combat. This would be especially helpful if the opponent was AoE centric (staff ele, staff necro, engi) that often still hit with the splash damage. In addition, it could no longer be corrupted. In terms of trade off for the flying daggers, whenever you evade or reflect an attack, you cause a bleed. Additionally, you can keep attacking with your equipped weapon. The whirl finisher would remain. Functionally speaking, it would be like mesmer’s traited distortion shatter in terms of power, but it would also punish people who keep attacking you.

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Posted by: Jana.6831

Jana.6831

@babazhook & @Jana

It would keep it’s reflect though and be traitable down to 60 seconds. It would still give out bleeds, and it would evade stuff in close combat. This would be especially helpful if the opponent was AoE centric (staff ele, staff necro, engi) that often still hit with the splash damage. In addition, it could no longer be corrupted. In terms of trade off for the flying daggers, whenever you evade or reflect an attack, you cause a bleed. Additionally, you can keep attacking with your equipped weapon. The whirl finisher would remain. Functionally speaking, it would be like mesmer’s traited distortion shatter in terms of power, but it would also punish people who keep attacking you.

It’s used against enemy groups mostly – by nerfing it you would take that away. Also the duration usually is long enough that a ranger kills himself with it – I really want it to stay like it is.

Edit: And since it’s a combo finisher you already can apply conditions to it.
Edit²: So all who attack you with projectiles are already punished – by reducing the duration that would be nerfed significantly.

(edited by Jana.6831)

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Posted by: Maugetarr.6823

Maugetarr.6823

@babazhook & @Jana

It would keep it’s reflect though and be traitable down to 60 seconds. It would still give out bleeds, and it would evade stuff in close combat. This would be especially helpful if the opponent was AoE centric (staff ele, staff necro, engi) that often still hit with the splash damage. In addition, it could no longer be corrupted. In terms of trade off for the flying daggers, whenever you evade or reflect an attack, you cause a bleed. Additionally, you can keep attacking with your equipped weapon. The whirl finisher would remain. Functionally speaking, it would be like mesmer’s traited distortion shatter in terms of power, but it would also punish people who keep attacking you.

It’s used against enemy groups mostly – by nerfing it you would take that away. Also the duration usually is long enough that a ranger kills himself with it – I really want it to stay like it is.

Edit: And since it’s a combo finisher you already can apply conditions to it.
Edit²: So all who attack you with projectiles are already punished – by reducing the duration that would be nerfed significantly.

It would still be long enough to absorb a full rapid fire and a few auto attacks. Additionally, it would allow you to attack regularly from it meaning it would be the opponent’s damage plus your own damage going out. It would be more useful against groups as well since they often are not all ranged, you would be protected from that as well. You would evade non-projectile attacks as well such as mesmer great sword. It would be quite a bit more useful and be able to be used more often as well.

Edit: Also, with this change you wouldn’t be the prime target for people to steal against. Whenever I see a Thief in DS, I steal and backstab because the likelihood of them dodging is greatly reduced. This strips the stability, stopping the DS anyway. The proposed change would make DS more useful against a wider variety of opponents.

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(edited by Maugetarr.6823)

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Posted by: Jana.6831

Jana.6831

It would still be long enough to absorb a full rapid fire and a few auto attacks. Additionally, it would allow you to attack regularly from it meaning it would be the opponent’s damage plus your own damage going out. It would be more useful against groups as well since they often are not all ranged, you would be protected from that as well. You would evade non-projectile attacks as well such as mesmer great sword. It would be quite a bit more useful and be able to be used more often as well.

Edit: Also, with this change you wouldn’t be the prime target for people to steal against. Whenever I see a Thief in DS, I steal and backstab because the likelihood of them dodging is greatly reduced. This strips the stability, stopping the DS anyway. The proposed change would make DS more useful against a wider variety of opponents.

I don’t want to absorb, I want to refelct all of projectiles which are thrown at me – if it does me more harm than good I can already interrupt that skill.

I don’t use my DS against power thieves. There are sacrifices to each elite.

What is it with you guys always wanting our class to be nerfed?

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Posted by: Maugetarr.6823

Maugetarr.6823

It would still be long enough to absorb a full rapid fire and a few auto attacks. Additionally, it would allow you to attack regularly from it meaning it would be the opponent’s damage plus your own damage going out. It would be more useful against groups as well since they often are not all ranged, you would be protected from that as well. You would evade non-projectile attacks as well such as mesmer great sword. It would be quite a bit more useful and be able to be used more often as well.

Edit: Also, with this change you wouldn’t be the prime target for people to steal against. Whenever I see a Thief in DS, I steal and backstab because the likelihood of them dodging is greatly reduced. This strips the stability, stopping the DS anyway. The proposed change would make DS more useful against a wider variety of opponents.

I don’t want to absorb, I want to refelct all of projectiles which are thrown at me – if it does me more harm than good I can already interrupt that skill.

I don’t use my DS against power thieves. There are sacrifices to each elite.

What is it with you guys always wanting our class to be nerfed?

The suggestion still reflects projectiles. It evades close combat attacts.

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Posted by: Jana.6831

Jana.6831

The suggestion still reflects projectiles. It evades close combat attacts.

DS is perfect for its purpose, it doesn’t need a change – you just need to learn how to use it or use another elite – basilisk venom is really good as well and even got buffed with the patch as far as I have seen it – I rarely use it.

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Posted by: Asudementio.8526

Asudementio.8526

The suggestion still reflects projectiles. It evades close combat attacts.

DS is perfect for its purpose, it doesn’t need a change – you just need to learn how to use it or use another elite – basilisk venom is really good as well and even got buffed with the patch as far as I have seen it – I rarely use it.

Really i think we would all like thieves guild to be more useful. If thieves guild had more blinds and immobs tossed in it, or random dazes i think many people would consider it. Then again the CD on it is horrible, a change to that would of course go a long way as well.

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Posted by: Ekhetrima.9651

Ekhetrima.9651

Hello thieves! Take some time from instagibing me and talk about the new specializations! Either answer my questions directly or simply post about what you feel is important for the devs to know about the new changes.

Questions:

2. I’ve heard some people say they don’t like the critical strike line. Do you agree and why?

This line really should rework the Ankle Shots trait to add back in Ricochet functionality in addition to the cripple.

Additionally, the pistol range should be 1050 baseline. Other professions got their weapon ranges improved (baseline) while thieves got nerfed.

We’d love to see the devs take a look at the Ricochet Post which has a tons of views and activity from disappointed pistol thieves.

https://forum-en.gw2archive.eu/forum/professions/thief/Ricochet-gone/

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Posted by: Maugetarr.6823

Maugetarr.6823

The suggestion still reflects projectiles. It evades close combat attacts.

DS is perfect for its purpose, it doesn’t need a change – you just need to learn how to use it or use another elite – basilisk venom is really good as well and even got buffed with the patch as far as I have seen it – I rarely use it.

In any situation I could use it, i can use smoke screen instead. This allows me to keep attacking, gain stealth, and blind opponents in close combat. It’s on a 30 second CD as well. I used to use daggerstorm a lot, but we have utilities that are just as useful that can be used more often. The objective is to make the elite more flexible.

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Posted by: stof.9341

stof.9341

I’m pretty sure Shadow’s Embrace removes a condition on entering stealth. Yet I see many say it doesn’t. Could it be a difference between sPvP and the other modes?

Edit : can confirm, at least in the mists, it does remove bleed on entering stealth.

(edited by stof.9341)

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Posted by: Jana.6831

Jana.6831

The suggestion still reflects projectiles. It evades close combat attacts.

DS is perfect for its purpose, it doesn’t need a change – you just need to learn how to use it or use another elite – basilisk venom is really good as well and even got buffed with the patch as far as I have seen it – I rarely use it.

In any situation I could use it, i can use smoke screen instead. This allows me to keep attacking, gain stealth, and blind opponents in close combat. It’s on a 30 second CD as well. I used to use daggerstorm a lot, but we have utilities that are just as useful that can be used more often. The objective is to make the elite more flexible.

It is, when you are used to fight in a zerg – smokescreen only helps if you are in a coordinated fight with people who know blast finisher in that situation – not every elite/skill has to fit anybody in no matter what situation – if daggerstorm is changed you further push me into being a single roamer D/P thief – and I have something against that.