I'm happy for the mug nerf
You seem to have a logic error. Thief nerfs do not guarantee later thief buffs. For all you know, Anet may just nerf mug damage and add no healing utility. Also Anet has not promised us any reascaled base damage, the devs only stated they were considering it. Anet may decide against nerfing burst altogether and do something nonsensical similar to 4 sec revealed “solution” to wvw burst, which did nothing to stem the thief burst builds in wvw. Did it?
Also, mug wasn’t the real issue with thief burst as much as people not understanding how cnd works. One of my favorite versions of the backstab burst doesn’t even put points into deadly arts. WvW chattel cry when 2/3rds of their hp is missing due to a backstab. Furthermore, instead of looking up a gw2 guide site, the chattel come and cry on the wrong forum (the thief class forum instead of the wvw or suggestions forum). Alas, devs and community fail to realize that universal truth is not measured in mass appeal; therefore, we find ourselves here. With non-thieves claiming to be experts asking for the only real benefit the class brings to a team composition to be nerfed.
Lastly, you say your happy about thief burst getting the boot then you pull a benzino and say that you’re also glad that flanking strikes is “getting better”. Last time I checked gw2 thieves don’t pistol whip from behind. That’s a trait that’s VERY useful for d/d and s/d thieves, end of story. Also go grief, or “vent”, on the kitten wvw forums. Or are you here becuase you think this is some form of revenge from the grave?
well as a pve thief who runs fractals i welcome the healing. besides i mostly use steal for the int regain trait
Fractal lvl 80 – 126 AR
gotta understand ….they complainersa bout nerfing MUG are NOT the d/d or the d/p players…..its the s/d players….its the p/d players the ones that go mixed dmg and want mug to really help round off that dmg. who cares if a d/d wants to spike high. half the time they miss you know…..and whether they miss or go off they have to wait 45-60 seconds to try again…until then they cant even invis or hide or defend….they are sitting ducks…..its a huge gamble….but the fact is 1 v 1 which the ANET devs th ink is the base of this game……it can happen where thieves own somebody in 2 secs…yes…but if u slow…AND glass cannon…OR slow and upscaled…. burst cant kill ANYONE in spvp….lets be real. if they are they player just tried to get owned. dmg is sooo low in spvp. in wvw its easier but also very condition where you need a perfect scnario and alot of luck. half the time if u do gank somebody you die by their friends right after. so what really got hurt is the mixed builds that were not spikeing for 6k dmg on steal. the ones that were getting 3500 to 4k. thhose medium builds prolly around 1200-1500 now. big deal. one free dagger hit. pathetic.
well as a pve thief who runs fractals i welcome the healing. besides i mostly use steal for the int regain trait
you have to actually spec for mug in order for steal to have the heal.
The damage reduction might affect some people that where running with it for the occasional time when all 3 strikes of their opener would crit and kill a glass cannon but the actual change doesn’t really seem to fit.
Not just thematically but in action theres no real place for a heal on that specific skill about the only situation it actually is semi useful would be PvE boss fights that last a couple of minutes no where else really gets that much benefit from it.
You have melee thieves that use it as an opener for the gap closer rather than the damage, this means they burn away the heal at the start of the fight and very few fights tend to actually last more than 45 seconds so they are unlikely to see it again.
You have range thieves that prefer to stay at range, they might use steal to grab a new item in one of their rotations but in the most part they are not going to be getting the heal when they want a heal.
You have those thieves that have just been hit and need some health but in those situations moving into your enemies melee range while getting healed for less than the lowest of our heal skills gives while being in that highly vulnerable position (heck it only heals around 500 more than shadow refuge does…)
Overall I see they are trying to make things more usable for all builds and all area’s of the game but this change makes it no more useful for a lot of situations than the ability to crit did, in fact its less as pure damage never technically went to waste while healing at full health does.
As for the rest of the “buffs” thieves may or may get, I wouldn’t hold your breath.
Heck until its released we have no idea how the new flanking strike is going to work out, there is a good possibility that its actually going to be worse at removing boons and evading than it currently with the boon “steal” trying to compensate for the lower amounts removed.
(edited by Dasorine.1964)
gotta understand ….they complainersa bout nerfing MUG are NOT the d/d or the d/p players…..its the s/d players….its the p/d players the ones that go mixed dmg and want mug to really help round off that dmg. .
I’m a P/D and I have no reason to spec for mug the majority of time. In fact I don’t because it’s more useless then anything for me to be honest. I don’t need that damage to help with killing someone. My base damage alone along with the annoying bleeds and my unloads from stealth take out targets quite fine. I don’t have major issues facing anyone with it, just the occasional bunker Guardian or bunker Ele at which point I decide if I want to continue an almost pointless fight or disengage and let them be.
With this “nerf” to mug with a buff in healing, I might drop the 3 initiave on steal I get from trickery and respec it into mug. 2k healing > 3 initiave on a skill I barely use right now. Then I might have a better reason to utilize one of our class mechanics and the same goes for a lot of thieves.
Yes some thieves use it as a gap closer to get to targets, they’ll have to decide though if they really want that gap closer or they want to save it for the heal. That is just planning your best tatics. Do you really need that heal or that gap closer? We can’t have our cake and eating it too. If we could, we’d all have OP builds and OP classes.
Funny that someone mentioned the revealed debuff in this thread. It was changed to 4s because of the Culling issue. Did it change anything really? No. Did it make our class feel clunkier? Yes. Did it help stop the QQing of people on the “perma stealth” thief. Very little. You have to realize that Arenanet has to take the vast majority, or what seems like it from a very vocal minority, player base’s wants. We can’t all have our wants. Did they admit it was a mistake though and are going to revert with this patch? Yes. They even buffed Flanking Strike. If you say it might be worse, the evade might be, get over it. Not everything is perfect off the bat. And we can tell (like the Ranger class and Engineer’s issue). They plan to work on it, so be happy we thieves are seeing some more positive changes. If you just want them to release everything when it’s dead perfect, we’d be waiting for a long time. They have a prioty list and things they need to do, but they also have to have meetings and discussion on what is the best route. They can’t just change things on the spot.
Rome was not built in a day, nor by one man.
I think it was also just doing way more damage then they ever intended it to do, but didn’t want to take away the damage without providing something as an alternative. Should be a little better for support-specs instead of just being “Backstab Jr.”.
I LOVE the mug nerf. So much QQ and crying!