Initiative costs should be reduced
…so we can then be declared op and get nerfed…again.
No thx.
Initiative is the last thing on most thieves minds atm.
I would agree a slight decrease in initiative consumption would allow the thief to become more stable. This or a small increase to regen rate. The thief is supposed to be the fastest hitting class, it is the only thing we have for survivalbility. Especially since the last patch.
I’d like to see some skills need more, some less initiative, e.g. D/P #5 the blindfield should have 1 or 2 more imho, because most dp players run trickery anyway and it would give ppl the incentive to use other thief builds, I’m not trying to nerf thief, just spreading out the builds do pls understand. Furthermore I want CnD to have 1 ini less since it’s the only way for DD thieves to go into stealth without a utility skill (or stealth on steal). Chocking gas on the shortbow should also have it’s cost reduced since they nerfed its dmg. Throw dagger on dd #4 should also either be buffed or take less ini.
I’m very DD centered i know sorry ^^
I’d also like a bit of an increase to the attackspead of the autoattack, or the time it takes for a skill to proc, some Heartseaker e.g. have a weird delay to them sometimes, since we are thieves I’d like to see us mobile quick and skillfull.
but anet will nerf us again anyway because everyone is still crying about the thief being too op -,-
your opinions on this?
While it would no doubt help, I don’t think it’s the best solution. More than anything, Thieves need significantly better damage mitigation than they currently have. I think the way to accomplish that is through tweaks to Stealth.
Here’s my two cents:
1.) They should get an F3 for Stealth on a moderate cooldown, say 30 seconds or so, so that you can get some use out of it no matter what your build is.
2.) Untraited, stealth should automatically regenerate health and remove control effects. Traits should simply improve these aspects.
3.) Stealth should last longer than it does. Why do mesmers get 6 second stealth while thieves only get 4?
4.) Stealth should drop threat in PvE. This was the stupidest change ever.
They also need to buff Withdraw like they said they were going to.
(edited by Einlanzer.1627)
While it would no doubt help, I don’t think it’s the best solution. More than anything, Thieves really need better ways to mitigate damage. I think the way to accomplish that is through tweaks to Stealth.
Here’s my two cents:
1.) They should get an F3 for Stealth on a moderate cooldown, say 30 seconds or so, so that you can get some use out of it no matter what your build is.
2.) Untraited, stealth should automatically regenerate health and remove control effects. Traits should simply improve these aspects.
3.) Stealth should last longer than it does. Why do mesmers get 6 second stealth while thieves only get 4?
4.) Stealth should drop threat in PvE. This was the stupidest change ever.
They also need to buff Withdraw like they said they were going to.
I like idea 2 and 3, since if we trait into stealth we get 1 extra second, mesmer gets added 100% xD wtf anet!!
I’d also like to see cloaked in shadows (blind on stealth) be baseline or at least not a grandmaster, unless you combine it with SR, it’s not a gm and never will be on it’s own
No, fix the skills and traits that suck first. Some are just useless.
No, fix the skills and traits that suck first. Some are just useless.
I’ll agree on that!