http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid
(edited by randomfightfan.4091)
As it stands, the revealed debuff really hurt us pve thieves where it hurt. It wrecked our timing and castrated our dps. If Anet REALLY wants to stick to their guns on this choice but try and bring thieves back to their former (under appreciated) glory, then they only have 1 real choice. Add another attack at the end of every melee aa rotation.
I just want to say that adding another aa to the rotation would both help to rebalance the thief while also maintaining balance in wvw and pvp. You don’t generally get full rotations off there, but when you do, you deserve to receive the fruits of your labour.
This attack would have to have a fairly long cast time sadly (3/4s most likely) but would also be very worth using since it would allow players to maintain their trained full aa rotation, stealth, attack, full aa rotation. After 6 months of having this playstyle engrained into my being, it’s significantly harder to change than most people seem to think.
For daggers, the last attack would obviously have to have the idea that you’re in a 1v1 situation (or you only care about that 1 target at the time). Daggers are also a sneaky weapon so they help to get through the opponents defenses. The damage would have to be comparable to a >50% hs (since this is also a dps weapon but we lost a massive chunk of dps) and have some special effect associated with it. Something along the lines of either stealing 1 of the boons from the target or turning 1 of their boons into a condition would fit very well. Probably would also need to reapply a small duration poison to help keep their healing down as you break for the invis – backstab portion of your attack.
Sword is trickier since it already has amazing vs groups skills. The best thing I have in mind is since when you are fighting larger groups, you tend to get hit with more attacks, but unlike daggers, you aren’t being compensated with more evades. It is also a weapon that is highly focused on cc over mobility so this also needs to be taken into consideration. The sword is more utility than raw damage so something that might synergize well with this playstyle is that on the last strike, you’d apply a short duration blind (maybe 2s) to all who was hit.
Since this topic was mostly centered around melee pve thieves, I’m not going to say anything about the ranged weapons (especially since I think they are fine as is with this nerf).
Who knows if anything like this will ever get implemented but it sure would make sense.
tldr~Not being able to unleash an invisible attack after a full aa rotation is detrimental to the pve thief and should have an extra attack added to each melee rotation. IMO this is the only way to keep the 4s revealed and to make thieves balanced in pve again.
(edited by randomfightfan.4091)
Lol. That made my day. thanks
Makes sense. 4s reveal nerfed thief DPS indirectly because less backstabs, less daze from sword, the list goes on.
It also messed up all auto-attack chains into cnd and such. Would be a good idea to put another attack in considering they basically outright nerfed thief DPS with the revealed nerf.
While they’re at it, fix the shadow arts tree. They blind nerfed the entire tree as well with this last patch.
The problem: +1sec debuff
The solution: extra auto attack that takes 3-4s to cast and hits like a skill that uses inititive and removes a boon and adds poison damage.
Sounds fair. It should also knockdown stealth you and add confusion to the enemy
andy, do you not realize how hard it is to land 4 consecutive aas, keeping the chain alive, in a pvp situation? I don’t get what you’re saying on ur second part, doesn’t make sense. And how would adding 1 more attack to the chain, somthing that fits the chain, make it too strong?
it’s not as if something like this would make thief overpowered. It would just remove the clunkiness and help get the timing back for the thief players out there. This would also help bump our dps (dps, not burst) back up to the same lvl where they were pre stealth nerf
I see where you’re going with this but imo the thief has to be a fast hitting / mobile / slippery class if we have the LONGEST auto attack rotation in game, the fast hitting part goes straight to the opposite end, well be the slowest in game.
no tks, A-net needs to admit to their mistake and reverse these change otherwise thieves will never be in par with the rest of the professions (except warriors, at least for now).
solid point that I didn’t think about. I guess I was just thinking of having the possibility of being a very fluid attacker with each attack chaining the other. Since my thief is based off a water dancer, that would be why I would prefer another aa on the chain. It for sure would take away from the hit and run kind of game play though
The problem: +1sec debuff
The solution: extra auto attack that takes 3-4s to cast and hits like a skill that uses inititive and removes a boon and adds poison damage.
Sounds fair. It should also knockdown stealth you and add confusion to the enemy
Or they can just remove the +1 second and add it to when stealth wears off w/o attacking.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.