Understood this thread is about balance in PvE. Open-world, more precisely, let’s look at what the OP was discussing wanting or needing.
- AOE
- Damage mitigation
- Damage recovery
My proposal encompasses all of those things with the proposed changes while not throwing the balance of D/D askew, and promotes a style of play within the lines of differences between D/P and S/D which makes sense thematically, buffs D/D condi for DPS and overall competitive use while increasing its skill ceiling, buffs power D/D for consistency which it lacks and is known to lack in sPvP and WvW, and lets the weapon combination combo better into others while not intrinsically nerfing D/P due to the thief’s existing innate weaknesses in sPvP while also balancing the skills around +1 potential and utility while keeping the skill design and usage similar to how they currently are designed around operating or have operated in the past.
Condi D/D is considered one of the better builds in sPvP the thief has. Why? Because it’s easy, spammy, evasive, and deals a solid amount of damage with bar-none the best bunkering capacity the thief has, paired with high mobility on shortbow for point control when fighting is not needed or map traversal for a contest is.
Right now, power D/D isn’t considered good in any format. Staff out-damages it in PvE. It lacks consistency and utility in PvP. It’s simply not as strong as D/P is in WvW.
Death Blossom does not really require timing on its usage. They almost completely removed the pre-cast and post-cast frames on it. You can literally spam the skill, and as long as you’re not missing out on frames to press the button, you WILL not take damage. It’s like saying dodge rolls require any particular amount of great skill. I’m sorry, but that is a core skill necessary to play the game as a whole, and the act of doing so does not merit any kind of reward. Also of note, heartseeker is not really a timed skill, either. You press a button and lunge at your foe to deal damage. Unless you’re calling “something under 25% health” as requiring any amount of skillful timing, in which case, the sheer contemplation of game balance is being taken way out of context.
Death Blossom’s horrible damage, slow animation, pitiful movement, and medium-high initiative cost is a complete waste of initiative on power D/D. One auto will do better damage. Your dodge rolls will be substantial enough for most mitigation. If you’re outnumbered, you need to use that initiative to straight up end or leave the fight. Simply put, DB is only ever useful to buy time on a point in sPvP after coming to terms with the fact you’re going to die because your swap is on cooldown, and you’re getting low on initiative fast, and you’re being ganked, and you don’t have nearby allies. AKA, you’ve either made massive misplays, or your opponents played really well and you were doomed to begin with. To say Death Blossom has absolutely ANY substantial merit outside of completely and totally niche scenarios that will not change the outcome of a fight on a power D/D build is pretty much completely false because in almost every possible circumstance there is an objectively superior action. Dodging does quite frankly nothing if you’re incapable of actually escaping combat, because as a thief, particularly on D/D, you’re not winning a 1v1 if immediately following your engage your target is not on the ground.
Having put over three thousand hours solely into D/D power thief, I think Dancing Dagger is a much better and more useful skill than Death Blossom for power builds. The 900/1200 (jumped) range gives D/D some tagging utility and ability to hinder enemies engage in combat against your allies through the cripple, as well as cleanse conditions through light fields (although guardians are mostly out of sPvP right now, so all you’re really benefiting from is fire fields these days, which are useless for power as it’s just a 1s burn). That said, the skill itself is very inconsistent in that again, it is only needed if you are incapable of successfully committing to a +1 and winning the fight, if your ally really needs a cleanse that badly and is capable of winning a fight given one, and you happen to just be there, with spare initiative, at range, not being focused, and there happens to be a light field also there, and there are two targets, as if there are more or less, it’s either a waste (just hard engage and CnD, the combat movespeed penalty will cause you to take a damage loss and reduce your engage potency and put you on less initiative for reduced damage), or you’re drawing aggro unnecessarily and you and your ally are probably going to die. What do I use this skill for? When I play in WvW, I don’t run a shortbow, since S/D covers the same landspeed but with better cleansing and disengage, evasion, reliability, and cleave, so I use Dancing Dagger primarily to get tags for bloodlust stacks in blob fights, damage Burning Oil, Cannons, and the likes because it’s my only ranged option, or if I misplay by missing a jumped Infil Strike target fleeing me, and use the skill out of desperation to attempt to get the down on a very low health target successfully beginning to escape, like a nike warrior. Otherwise, this utility also carries no benefit and I simply do not use it.
Unload has excellent synergy for P/P condi venoms. One unload can bulk-apply two venoms. For 6 initiative, you get a massive condi bomb applied absurdly quickly. Additionally, Unload has synergy with Sinister, Carrion, and Viper gear, because it offers the highest-damage power coefficient skill the thief has access to on what is a correspondingly low-cost ability per initiative. Getting a clutch 3-5k burst can be huge on condition builds, particularly as it acts as a solid pressure skill on P/P interruption during a period when say, a warrior or guardian uses a stability effect, berserker stance, healing signet active, Mally rev’s resistance, etc. I ran P/P conditions for a while, and found myself using this ability more than expected. A friend of mine has been running P/P condi venoms fairly successfully since 2012. In the instance of small group fighting, the build is extremely strong.
P/P PvE DPS is “bad” because of the “low” auto, and no other reason. In a recent thread, I mathematically showed that P/P power provides similar or better solo-DPS to a longbow ranger at max range which is not allowed to dodge for its 10% damage bonus. Otherwise, including any situation where another target stacks vulnerability, might, etc., the thief does better. For a ranged weapon, not only is the damage intended to be lower than melee (and thus is not considered optimal for those who run speed clears which is frankly the only environment it matters), but it manages to deal competitive or strictly better DPS than every other ranged alternative. Yes, the auto is weak in terms of a low damage coefficient and slow kill times if only the auto-attack is used, but our plethora of damage modifiers can offset this fairly well, to a point where the P/P thief’s AA chain can maintain almost the same DPS as a GS warrior’s AA chain. Of course, we all know Hundred Blades and Whirlwind Attack do huge damage and is what defines the warrior’s DPS. In the case of P/P thief, it is unload.
Body shot has very few uses, you’re correct. That said, P/D will not run Dancing Dagger to close a gap. Use steal, shadowstep, infiltrator’s strike, infiltrator’s arrow, surprise shot on swap, scorpion wire… anything. many P/D players will readily tell you Scorpion Wire, despite the horrific pathing, is better used than Dancing Dagger to force a gap close, otherwise the target is getting away, and many P/D condi players (primarily a WvW build due to the stealth dependency) also run D/P for sustained stealth and Shadow Shot for stickiness, or use Surprise Shot after a CnD via a shortbow swap and merely maintain proximity until they can swap back and re-engage with steal. If D/D got Death Blossom made into a skill that could result in stickiness, we’d see a more diverse pool of players using sets like P/D + D/D, allowing for better pressure maintenance without just needing to spend excess time waiting for cooldowns and chasing with shortbow. Body Shot’s limited utility only truthfully has one big and amazing feature; securing an elementalist stomp through spamming the immob so they cannot mist form their downed state into safety. Otherwise, you’re right in that the skill is horrible and has very few niche purposes and feels like a waste of initiative. But frankly, D/D players as a whole feel Dancing Dagger in regards to its raw utility purpose, provides similar of not worse as I mentioned above.
Headshot as situational as Dancing Dagger? Are you crazy? This skill destroys break bars. It can straight up deny many stacks of stability. It can prevent stomps. It can interrupt channels/CC from downed players. It can force a cooldown. It can lock someone without stability access out of a fight in a +1. It’s a physical projectile on an instant cast. It can deal massive torment damage for interruption P/P builds (not to mention perplexity stacking in WvW). It can run massive damage from Pulmonary Impact (something a ton of people are doing on D/P DD right now). I’m sorry, just no. Headshot is considered one of the best skills the thief has on any weapon. Its use has only degraded slightly because of the sheer number of reflects and invuln effects in the game’s PvP meta right now.
Shadow Shot being more situational than Death Blossom? I’m convinced you don’t even play thief. In the very few instances I’ve played D/P, I have single-handedly annihilated almost every D/P thief who has talked trash to me by using Shadow Shot alone. One of the people I trained to play thief got arrogant one day after beating me a few times playing D/P. I equipped an offhand pistol and beat him fifteen games in a row using a non-meta D/D-based trait and utility skill setup. I disabled the Auto-attack and used only Shadow Shot every single fight. I didn’t even stealth. Shadow Shot is the absolute best skill the thief has. It’s an unblockable gap close for four initiative with a teleport and blind that can’t be negated with the fourth highest skill damage coefficient the thief has on all weapons. I’m sorry, what? Thief is literally being carried by this skill in competitive PvP. This is the skill setting D/P so high above D/D. Black Powder post-nerf has been nerfed into “meh” in terms of raw effectiveness. What makes BP good is the stealth uptime/reliability because it can be used OOC and doesn’t depend on landing a hit to activate. Otherwise, the smoke field is considered mediocre, the damage is low, and the blind is short.
DT would not improve power D/D at all. Deadly Arts applies two stacks of poison for 10s on steal baseline. There’s your heal cut. The AA chain on MH dagger applies permanent poison, also heal-cut post-cleanse and allowing for some ultimatums to be made during Revealed; cut a heal with autos? Deal damage with HS? Disengage entirely? Mug is so much better on power for the sustain and raw damage (the coefficient is very high despite the inability to crit). D/D’s weakness is consistency and the capacity to +1 well. The +1 potential on D/P is infinitely better because the set has mobility built-in, something which D/D doesn’t have. D/D has to hard engage or use S/x as an alternate weapon, which prevents the class from +1’ing or roaming points in sPvP well with the lack of a shortbow; it becomes strictly worse than a mesmer at that point for +1’s due to the mesmer’s cooldowns on its teleports being so much lower and a 1200 range weapon enabling safer damage with less of a need to fully engage a point before moving to the next one, reducing travel time.
The current skills on D/D are what’s preventing the weapon from being more useful across the board and are hurting the ability for condition D/D to be played for both sustained damage in a fair and interesting way. Death Blossom and Dancing Dagger are just sub-par skills, and the skill ceiling is way too low on condi D/D with what is in my honest opinion not enough reward for playing on the offensive with venoms.