Leaked Patch Notes

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Posted by: MIrra.3604

MIrra.3604

Cannot confirm or deny if this is valid but some food for thoughts:

Thief changes:

Lotus Strike: Poison duration increased form 2s to 4s.
Shadow Trap: Increased recharge to 45 seconds.
Destroy Shadow Trap: This ability now teleports the thief back to the trap location when it is destroyed. Added range skill facts. This skill now breaks stuns.
Shadow Pursuit: This ability now grants fury and 10 stacks of might for 5 seconds along with stealth when used to teleport to the enemy who triggered Shadow Trap. This ability now breaks stuns.
Death Blossom: Now costs 4 initiative.
Body Shot: Aftercast reduced by .4s. Decreased Vuln duratrion to 3s. Increaased to 10 stacks fo Vuln.
Pistol Whip: Decreased the time between the sstun and the sword flurry.
Scorpion Wire: Decreased aftercast by .2 seconds. Reduced cooldown to 20s.
Signet of Malice: Increased the base heal by 33% of the passive ability.
Steal: Recharge reduced to 35.
Cluster Bomb range set to 900 from 1200.
Larcenous Strike: Initiative cost increased to 2.
Nine tail strike: 3 initiative to 5
Shadow assault: 5 initiative to 7
The ripper: 5 seconds of bleed – > 7 s of bleed
Deadly Strike: Weakness duration 4s – 5 s, damage increased from 1 to 1.2
Skale Venom: Replaced Weakness with Torment.
Dancing Dagger: Reduced initiative cost to 3.
Shadow Return (infiltrator strike toggle): This skill is no longer a stun breaker.
Withdraw: Travel distance cut in half underwater to match the land distance.
Deadly Strike: Reduced weakness duration to 3 seconds.
Crippling Strike: This ability no long applies weakness.
Rusty Scrap Strike: Reduced weakness duration to 8 seconds.
Throw Scale: Reduced weakness duration to 6 seconds.

Acrobatics
Assassin’s Retreat: This trait now grants 10 seconds of swiftness when you kill a foe. This effect has a 5 second internal cooldown.
Pain Response: This cooldown of this effect has been reduced from 45 seconds to 30.
Hard to Catch: The cooldown of this effect has been reduced from 60 seconds to 30.

Critical Strikes
Furious Retaliation: This trait now grants 10 seconds of fury when striking a target that is below 50% health. This effect can only occur once every 30 seconds.
Signets of Power: This 5 stacks of might that this trait grants has been increased to 10 seconds.

Deadly Arts
Corrosive Traps. This trait now 5 stacks of vulnerability for 8 seconds, up from 5.
Sundering strikes: Vulnerability caused by this trait has been increased from 5 seconds to 10 seconds.
Panic Strike: This trait’s cooldown has been reduced from 60 seconds to 30.
Lotus Poison: Increased weakness duration to 4 seconds, but it can only apply once every 20 seconds per target.

Shadow Arts
Last Refuge: The cooldown of this trait has been reduced from 90 seconds to 60.
Slowed Pulse: The effect of this trait now occurs if you have 2 or more stacks of bleeding.
Shadow Protector: This trait has been changed to apply 10 seconds of regeneration when you stealth them. This effect will not occur if the ally already has regeneration on them.

Trickery
Merciful Ambush: This trait now grants 2 seconds of stealth to you and your ally when beginning a revive.
Long Reach: This trait now increases the range of Steal to 1500, up from 1200.
Ricochet: The chance to bounce for this trait has been increased from 25% to 50%.
Sleight of Hand: In addition to dazing your target, this trait now reduces the recharge of Steal by an additional 20%.
Instinctual Response: This trait now properly blinds enemies struck by the feathers. Increased radius from 120 to 180.

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Posted by: Arganthium.5638

Arganthium.5638

Source?

/15charrs

Thief|Mesmer|
Theorycrafter

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Posted by: Arganthium.5638

Arganthium.5638

I can also tell you that this almost certainly isn’t true.

Thief|Mesmer|
Theorycrafter

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Posted by: Wolfgang.6489

Wolfgang.6489

Extremely disappointing if true.

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Posted by: BobbyT.7192

BobbyT.7192

Reading through most of this and i’m like , until i got to this.

Steal: Recharge reduced to 35.

now i’m like the -_-, post source or you is trolling.

(edited by BobbyT.7192)

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Posted by: ensoriki.5789

ensoriki.5789

Sauce?
Some are cool and good stops forward.
Then you have death blossom at 4 ini, I want to be real tea. If players are crying over FS+LS evade then they certainly can’t handle Death blossom at 4 ini.
Cannot be real tea.

The great forum duppy.

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Posted by: Ravoku.1852

Ravoku.1852

Assuming of course these turn out to be the notes

Just a few corrections:

Thief changes:
Death Blossom: This skill still looks cool, right?
Body Shot: More stacks will fix this skill!
Cluster Bomb: Don’t you guys already have a 1200 range weapon?
Nine tail strike/Shadow Assault: We finally realized how broken these could be. Will we discover the same about Black Powder? Find out NEXT WEEK ON DRAGON BALL!
Dancing Dagger: You can now take advantage of the reduced damage 25% more often!
Crippling Strike: We removed every condition from this skill except the one that sword users didn’t need.

Acrobatics
Assassin’s Retreat: This trait is still not worth taking, no matter how much we increase the duration.
Pain Response: This cooldown of this effect has been reduced from 45 seconds to 30. The number of players who avoid taking this over more reliable condition removal, however, has not been reduced.
Hard to Catch: Don’t worry about what we did to this, it’s still so unreliable you won’t take it.

Shadow Arts
Last Refuge: This trait will now screw you over 33% more often.
Shadow Protector: Don’t worry, just a few more points until Shadow Rejuvenation

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Posted by: Wolfgang.6489

Wolfgang.6489

That Body Shot change is so hilariously ineffective that I really, really hope these patch notes are fake, for Anet’s sake.

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Posted by: Lokheit.7943

Lokheit.7943

I think this is fake, specially for this:

Lotus Poison: Increased weakness duration to 4 seconds, but it can only apply once every 20 seconds per target.

First I don’t think there is internal cooldowns for each hit character in the game (at least the I remember) so I think this isn’t viable, and second it would be a tremendous unnecesary hit to support Thief.

Also decreasing LR cooldown instead of removing the trait so it doesn’t screw you makes no sense.

I’m not impressed even by the positive changes as they’re poor and not in the direction this was supposed to be.

Source or fake for showing mechanics that I think aren’t possible in the game motor (specifically tracking cooldowns for condition aplications on different opposing characters… like they didn’t have enough server problems with current conditions system).

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Posted by: ensoriki.5789

ensoriki.5789

I believe that cooldown system applies to an Ele regeneration trait when used with a Staff if I can remember.

The great forum duppy.

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Posted by: Lokheit.7943

Lokheit.7943

I believe that cooldown system applies to an Ele regeneration trait when used with a Staff if I can remember.

I can’t find it I will continue the search. Sure it was regeneration? Filtering for that boon doesn’t show it.

And I think it’s very hard for the game to keep track of cooldown on each foe you hit with a condition that others can use but only on your aplications.

Imagine using Choking Gas on a group of 20 in orr (only 5 affected per pulse), then the game has to record a 20 seconds cooldown for each one of them to detect when your poisons will be able to apply weakness again. That consumes a lot of resources.

And 4 seconds each 20 seconds is too much of a nerf for something that was fine. Weakness change isn’t even that great (it simply affects criticals too).

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Posted by: randomfightfan.4091

randomfightfan.4091

There`s a lot of good here, some necessary balance changes, and some terrible. Sounds like a normal balance patch and I like it. Assuming that’s true, I really really wish they didn’t do a few of these things:

Last Refuge: The cooldown of this trait has been reduced from 90 seconds to 60. (The cooldown was never the problem with this skill. This skill was the problem with this skill.)
Lotus Poison: Increased weakness duration to 4 seconds, but it can only apply once every 20 seconds per target.
Hard to Catch: The cooldown of this effect has been reduced from 60 seconds to 30. (should have just removed the skill)
Throw Scale: Reduced weakness duration to 6 seconds. (The worst steal got nerfed?)
Nine tail strike: 3 initiative to 5, Shadow assault: 5 initiative to 7 Thief underwater just got neutered. Luckily nobody cares about underwater.

The rest look good or I can see why they were nerfed. Quick question though… Skale Venom: Replaced Weakness with Torment. What’s torment?

Check out my page for some good thiefisms :)
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid

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Posted by: ronpierce.2760

ronpierce.2760

There`s a lot of good here, some necessary balance changes, and some terrible. Sounds like a normal balance patch and I like it. Assuming that’s true, I really really wish they didn’t do a few of these things:

Last Refuge: The cooldown of this trait has been reduced from 90 seconds to 60. (The cooldown was never the problem with this skill. This skill was the problem with this skill.)
Lotus Poison: Increased weakness duration to 4 seconds, but it can only apply once every 20 seconds per target.
Hard to Catch: The cooldown of this effect has been reduced from 60 seconds to 30. (should have just removed the skill)
Throw Scale: Reduced weakness duration to 6 seconds. (The worst steal got nerfed?)
Nine tail strike: 3 initiative to 5, Shadow assault: 5 initiative to 7 Thief underwater just got neutered. Luckily nobody cares about underwater.

The rest look good or I can see why they were nerfed. Quick question though… Skale Venom: Replaced Weakness with Torment. What’s torment?

I’m not sure if these are real or not, but I wish they were (but I don’t play a thief). Anyways. Torment is the new Condition that duels damage to an enemy while moving. If they’re moving while its on they will take damage.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: randomfightfan.4091

randomfightfan.4091

^
That sounds op as hell. Poor any class that requires kiting to survive (you know, all of them :P)

Check out my page for some good thiefisms :)
http://www.youtube.com/user/randomfightfan/videos?view=0&flow=grid

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Posted by: ensoriki.5789

ensoriki.5789

I believe that cooldown system applies to an Ele regeneration trait when used with a Staff if I can remember.

I can’t find it I will continue the search. Sure it was regeneration? Filtering for that boon doesn’t show it.

And I think it’s very hard for the game to keep track of cooldown on each foe you hit with a condition that others can use but only on your aplications.

Imagine using Choking Gas on a group of 20 in orr (only 5 affected per pulse), then the game has to record a 20 seconds cooldown for each one of them to detect when your poisons will be able to apply weakness again. That consumes a lot of resources.

And 4 seconds each 20 seconds is too much of a nerf for something that was fine. Weakness change isn’t even that great (it simply affects criticals too).

Might be vigor.

The great forum duppy.

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Posted by: BobbyT.7192

BobbyT.7192

There`s a lot of good here, some necessary balance changes, and some terrible. Sounds like a normal balance patch and I like it. Assuming that’s true, I really really wish they didn’t do a few of these things:

Last Refuge: The cooldown of this trait has been reduced from 90 seconds to 60. (The cooldown was never the problem with this skill. This skill was the problem with this skill.)
Lotus Poison: Increased weakness duration to 4 seconds, but it can only apply once every 20 seconds per target.
Hard to Catch: The cooldown of this effect has been reduced from 60 seconds to 30. (should have just removed the skill)
Throw Scale: Reduced weakness duration to 6 seconds. (The worst steal got nerfed?)
Nine tail strike: 3 initiative to 5, Shadow assault: 5 initiative to 7 Thief underwater just got neutered. Luckily nobody cares about underwater.

The rest look good or I can see why they were nerfed. Quick question though… Skale Venom: Replaced Weakness with Torment. What’s torment?

https://www.guildwars2.com/en/news/upcoming-skill-and-trait-changes/
Half way down the page for torment,

OP post is more likely to be fake atm, so i wouldn’t get too hype on these leaks

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Posted by: Blaine Tog.8304

Blaine Tog.8304

I main Ele and Necro, though I have an alt of each profession at level 80.
How to Condi Reaper on a budget
Everything I say is only in reference to PvE and WvW.

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Posted by: Travlane.5948

Travlane.5948

worst note : 4 init on deathblossom!?!?!?!? wtf….was it so op? did like 1200 dmg max lol and 3 stacks of bleed which are basically no dmg if ur going berserker. so dumb really this breaks an entire build.

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Posted by: EoNxBoNx.9213

EoNxBoNx.9213

Because 1200 range on cluster bomb was so strong? R.I.P any team fight D/P might have had.

If this is true..

“You’re either a Noob or a Pro your entire life, that’s life”
IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock

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Posted by: Travlane.5948

Travlane.5948

what do you mean eonxbonx?

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Posted by: EoNxBoNx.9213

EoNxBoNx.9213

I meant that in the aspect of tpvp. Shortbow is how a D/P thief bides his time waiting until the time is right to burst or spike a target. Not doing it the entire time, just until someone is either out of position or you are in the right position.

If they actually made Cluster Bomb 900 range they might as well revert the damage nerf they did too it.

“You’re either a Noob or a Pro your entire life, that’s life”
IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock

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Posted by: stof.9341

stof.9341

worst note : 4 init on deathblossom!?!?!?!? wtf….was it so op? did like 1200 dmg max lol and 3 stacks of bleed which are basically no dmg if ur going berserker. so dumb really this breaks an entire build.

You are aware this skill costs 5 init currently right?

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Posted by: Travlane.5948

Travlane.5948

cluster bomb…yeah the speed sux the dmg is good but not amazing. rediculous. i mean seriously 900 range? my daughter can make a bow that goes that far with a stick arrow for x sakes. lol. ive never once heard any player complain about shadow return or cluster bomb but now both getting nerfed. stupididty. i think that cluster bomb and the death blossom changes are really bad for thieves. they are literally pushing everyone into playing 1 of 2 builds. its gross.

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Posted by: Travlane.5948

Travlane.5948

worst note : 4 init on deathblossom!?!?!?!? wtf….was it so op? did like 1200 dmg max lol and 3 stacks of bleed which are basically no dmg if ur going berserker. so dumb really this breaks an entire build.

You are aware this skill costs 5 init currently right?

total brain fart lol. yeah i was always saying they need to do to this what they did to FS LS bc when you leap in the air it doesnt always aim right. seems a lil annoying . or atleast add some distance and 50% more direct dmg. but for 4 initiative thats a lil better. yeah i read it wrong :P bleh! thanks man

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Posted by: Arganthium.5638

Arganthium.5638

worst note : 4 init on deathblossom!?!?!?!? wtf….was it so op? did like 1200 dmg max lol and 3 stacks of bleed which are basically no dmg if ur going berserker. so dumb really this breaks an entire build.

You are aware this skill costs 5 init currently right?

total brain fart lol. yeah i was always saying they need to do to this what they did to FS LS bc when you leap in the air it doesnt always aim right. seems a lil annoying . or atleast add some distance and 50% more direct dmg. but for 4 initiative thats a lil better. yeah i read it wrong :P bleh! thanks man

lmfao

Thief|Mesmer|
Theorycrafter

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Posted by: Einlanzer.1627

Einlanzer.1627

If these are accurate, I’m extremely annoyed that they still aren’t doing anything with Vital Shot, Unload, or Trick Shot.

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Posted by: Travlane.5948

Travlane.5948

idk i do see a problem with cluster bomb. its near useless in wvw now. they already cant triangulate or use the pythagorean theorem to figure out how to make the distance of cluster bomb or such skills work on a non-linear path. for now if ur on the edge of a tower aiming down its doing str8 distance adding up what it takes to get tehre as if used the hypotenuse as a measurement. they need to factor in distance and hieght as factors ….arch and speed as well. if ur on a tower you can always aim farther bc u have a farther time for it to travel when up higher. anyway :

TL DR = cluster bomb with 900 range will barely be able to get past the rams on a tower if ur above it. its already short enough as is. this is a joke.

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Posted by: Gwalchgwn.1659

Gwalchgwn.1659

Original poster wasn’t a troll, but still no idea if the patch notes are real:
http://pastebin.com/2rrFg9pS
You can see the notes being put down in every single forum.

Ring of Fire
GL – “The Afternoon’s Watch” [OATH]

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Posted by: Auesis.7301

Auesis.7301

I used to be able to pretend I had a 1200 range land weapon.

NOPE. nerfbat

Gnome Child [Gc]
Resident Thief

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Posted by: Lokheit.7943

Lokheit.7943

I really hope this (the source of this) is a troll post. Those notes kill a lot of builds that wasn’t even object of QQs and even needed help instead of nerfs, and not only doesn’t deal with some HUGE problems but it also shows that they worked on it to keep them the same (like Last Refuge now being 33% better at killing you yeah!!).

Also if Torment is just a 75% bleed that becomes a 150% bleed when the opponent is moving it isn’t that much of a deal, specially since we can only apply 3 of them for very limited duration on a very long cooldown.

And Body Shot… when will this skill simply be removed? 10 vuln on 3 seconds is not a solution, I would argue it’s even much worse.

So many fail changes… the fact that it’s so extensive worries me about it being real, though as I said there are some points where it’s possible that some mechanics can’t be implemented correctly so it may be fake. I really hope it’s fake.

(edited by Lokheit.7943)

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Posted by: NyuuNeeChan.2891

NyuuNeeChan.2891

If these notes are true, ill start believing anet wants us all to stop playing thief and move to warrior. The only skill useful for zerging in wvw gets its range reduced so we will be the only class unable to provide long range damage or destroy high placed siege. One trap buffed, one venom changed. Both of these changes still won’t make me use it. Death blossom change, cool, except the fact that i couldn’t care less as direct damage thief. Dancing dagger change – one more use of dealing no damage skill. Steal cd – now that would be nice. Still only one underwater elite skill, useless when fighting more than one enemy. And with 45 seconds for one second stun, useless when fighting one enemy too. As a wvw’er it’s rare for me to see any stolen item but blinding tuft so i dont’t care bout that weakness nerf on stolen items. If you already remove conditions from sword move backtab to sword attack. When playing D/X i get mix of everything from which 2-3 skills give me what i want, rest is never used. For example as direct damage D/D thief, i get poison on skill one, skill 2 is not worth using unless enemy is lower than 25% hp. Skill 3 gives me bleed. Skill 4 gives me barely any damage and 5 s cripple. And skill 5 is good again. Now lets check gs warrior, skill 1 vulnerability -more direct damage, skill 2 deals more damage than my whole spike, skill 3 damage, skill 4 damage and cripple, skill 5 damage. Now back to patch notes. Trait changes – none of this changes has any value for me. Looking at warrior changes ( increase attack, decrease cooldown, increase attack, decrease cooldown, reapeat for whole patch notes) i think soon mesmer + 4 warriors will be the only group doing dungeons. Where thief had its role in pve they nerf it to the groud

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Posted by: NyuuNeeChan.2891

NyuuNeeChan.2891

And Body Shot… when will this skill simply be removed? 10 vuln on 3 seconds is not a solution, I would argue it’s even much worse.

Remember that all bosses in dungeons and all champions have ,, unshakable" which causes vulnerability to last 50% less time. So it basicaly means, that in boss fights this skill would inflict whole 1,5 second vulnerability.

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Posted by: animalmom.1062

animalmom.1062

What is “aftercast”

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Posted by: Lokheit.7943

Lokheit.7943

And Body Shot… when will this skill simply be removed? 10 vuln on 3 seconds is not a solution, I would argue it’s even much worse.

Remember that all bosses in dungeons and all champions have ,, unshakable" which causes vulnerability to last 50% less time. So it basicaly means, that in boss fights this skill would inflict whole 1,5 second vulnerability.

More reasons to hope this is just some trolling…

I was hoping for Body Shot to apply some Torment (that one or Unload, but mostly BS as it needs a complete change to be of any use).

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Posted by: Haseo.5267

Haseo.5267

I waited 3-4 months telling myself (main thief player) this class can still be fun, even if it seems i can’t play any other builds that dont rely on stealth and that makes me sad, a good patch will fix many bugs and maybe allow me to play new builds …but if these patch notes are true then i can start creating a new character with a different class instead of waiting forever for a change! I keep hearing ppl say thief is OP cuz it can down you in 1-2hits, so keep nerfing it ecc , have you forgot that ALL the other classes can oneshot us??! i was okay with damage nerf of the thief but i wouldnt mind a defence increase aswell, i mean if u take off the damage of a thief and leave the defence as it is with all these useless patches , i feel broken.I might be wrong and maybe just in bad mood.

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Posted by: ensoriki.5789

ensoriki.5789

worst note : 4 init on deathblossom!?!?!?!? wtf….was it so op? did like 1200 dmg max lol and 3 stacks of bleed which are basically no dmg if ur going berserker. so dumb really this breaks an entire build.

You are aware this skill costs 5 init currently right?

total brain fart lol. yeah i was always saying they need to do to this what they did to FS LS bc when you leap in the air it doesnt always aim right. seems a lil annoying . or atleast add some distance and 50% more direct dmg. but for 4 initiative thats a lil better. yeah i read it wrong :P bleh! thanks man

You’re away of the evasion time LDB has at 5 initiative let alone 4? Considering how many players Q_Q on S/D evade time (which was higher pre-buff and can be replicated to an extend by condi D/D and even S/P).
This thing smells fake.

The great forum duppy.

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Posted by: Gwalchgwn.1659

Gwalchgwn.1659

What is “aftercast”

After using a skill, that brief moment you can’t do anything.

Ring of Fire
GL – “The Afternoon’s Watch” [OATH]

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Posted by: Jinks.2057

Jinks.2057

OFN.

15 chars

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Posted by: Geunyoung.2973

Geunyoung.2973

If this is true… Hello P/D condition thief… Goodbye, my oh so loved S/D :’( you will be missed.

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Posted by: Asomal.6453

Asomal.6453

Thief changes:

Destroy Shadow Trap: This ability now teleports the thief back to the trap location when it is destroyed. Added range skill facts. This skill now breaks stuns.
Shadow Pursuit: This ability now grants fury and 10 stacks of might for 5 seconds along with stealth when used to teleport to the enemy who triggered Shadow Trap. This ability now breaks stuns.
Nice changes, but still, the range limit thing will ruin everything

Death Blossom: Now costs 4 initiative.
Time to have some fun with the good ol’unicorn build

Body Shot: Aftercast reduced by .4s. Decreased Vuln duratrion to 3s. Increaased to 10 stacks fo Vuln.
It’s over 9000!!

Signet of Malice: Increased the base heal by 33% of the passive ability.
QQ incoming

Steal: Recharge reduced to 35.
Meh

Cluster Bomb range set to 900 from 1200.
Would be O.K, IF WE HAD A RANGED WEAP WITH 900+ RANGE!

Dancing Dagger: Reduced initiative cost to 3.
Still worthless

Larcenous Strike: Initiative cost increased to 2.
Shadow Return (infiltrator strike toggle): This skill is no longer a stun breaker.
Proves that QQ balances everything

Shadow Arts
Last Refuge: The cooldown of this trait has been reduced from 90 seconds to 60.
Lol
Shadow Protector: This trait has been changed to apply 10 seconds of regeneration when you stealth them. This effect will not occur if the ally already has regeneration on them.
Naize

Trickery
Merciful Ambush: This trait now grants 2 seconds of stealth to you and your ally when beginning a revive.
Could be interesting ô_õ
Long Reach: This trait now increases the range of Steal to 1500, up from 1200.
Oh yeah
Ricochet: The chance to bounce for this trait has been increased from 25% to 50%.
^^

If there’s any truth on these.

(edited by Asomal.6453)

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Posted by: Shiyo.3578

Shiyo.3578

Very good changes, tons of s/d nerfs(much needed). Since there’s so many good changes, it must be 100% fake.

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Posted by: Noctis Assassin.4035

Noctis Assassin.4035

Sleight of Hand: In addition to dazing your target, this trait now reduces the recharge of Steal by an additional 20%.

steal on 18 sec cd. I’ll believe it when i see it.

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Posted by: magom.3275

magom.3275

-Lotus Strike: Poison duration increased form 2s to 4s. <-Well
-Shadow Trap: Increased recharge to 45 seconds.
Destroy Shadow Trap: This ability now teleports the thief back to the trap location when it is destroyed. Added range skill facts. This skill now breaks stuns.
Shadow Pursuit: This ability now grants fury and 10 stacks of might for 5 seconds along with stealth when used to teleport to the enemy who triggered Shadow Trap. This ability now breaks stuns. <- And the other traps? still usless?
-Death Blossom: Now costs 4 initiative. <- A bug fix
-Body Shot: Aftercast reduced by .4s. Decreased Vuln duratrion to 3s. Increaased to 10 stacks fo Vuln.<- the aftercast reducction is fine, the vuln duration thing is a nerf.
-Pistol Whip: Decreased the time between the sstun and the sword flurry. <- another bug fix
-Scorpion Wire: Decreased aftercast by .2 seconds. Reduced cooldown to 20s. <- a bug fix + a buff
-Signet of Malice: Increased the base heal by 33% of the passive ability. <-a buff
- Steal: Recharge reduced to 35. <- good
- Cluster Bomb range set to 900 from 1200. <- nerf. If Anet want me to use p/p, then fix the pistol nistead of nerfing the bow.
-Larcenous Strike: Initiative cost increased to 2. <- a nerf coming from QQ land
-Nine tail strike: 3 initiative to 5 <- nerf
- Shadow assault: 5 initiative to 7 <- nerf
- The ripper: 5 seconds of bleed to 7 s of bleed <- meh, still you can stealth underwater only with the heal.
- Deadly Strike: Weakness duration 4s – 5 s, damage increased from 1 to 1.2 <- a buff
- Skale Venom: Replaced Weakness with Torment. <- Anet are you serious? why change the only good venom? why dont put that new condition in one of the usless ones? Jesus, sometime i think they are brainless.
- Dancing Dagger: Reduced initiative cost to 3. <- bug fixed, still bad skill
- Shadow Return (infiltrator strike toggle): This skill is no longer a stun breaker. <- nerf
- Withdraw: Travel distance cut in half underwater to match the land distance. <- a fix or a nerf? lets call it a fix
- Deadly Strike: Reduced weakness duration to 3 seconds. <- nerf
- Crippling Strike: This ability no long applies weakness. <- nerf
- Rusty Scrap Strike: Reduced weakness duration to 8 seconds. <- nerf
- Throw Scale: Reduced weakness duration to 6 seconds. <- nerf

And thaits, well, more nerf than fixes or buff. I really hope this is a fake, if dont, then anet reaaaaally hate PvE thieves most.

Edit: some grammar

(edited by magom.3275)

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Posted by: Nike.2631

Nike.2631

This will be an unbelievable buff to my thief (D/D signet of malice 0/0/10/30/30 super unicorn variant)

1 gets double the poison (on a condition damage build, hot kitten )
3 the cornerstone of you damage and self-heals is 20% cheaper/fires 25% more often
4 key to keeping enemies from wandering off gets 25% cheaper/33% more spamable while in pursuit
6 the passive heal that is already amazing with the right armor gets 33% better?

Throw in Slowed pulse is easier to trigger and a shorter cooldown on pain response…

Its like my own personal godmode.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

(edited by Nike.2631)

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Posted by: TheKillerAngel.3596

TheKillerAngel.3596

That sounds great for PVP and all but the gap between the thieve’s effectiveness in PVP and PVE environments is just growing bigger.

Think stacking and skipping trash is cheap?
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.

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Posted by: rogerwilko.6895

rogerwilko.6895

Body Shot: Aftercast reduced by .4s. Decreased Vuln duratrion to 3s. Increaased to 10 stacks fo Vuln.

what……

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Posted by: bladie.5084

bladie.5084

No break stun on shadow return from Sword infil strike is the biggest Nerf for me if this happens. It’s fine for S/Ds, because they have other forms of survibility.

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Posted by: bobross.5034

bobross.5034

The changes to shadow pursuit and steal are super powerful. having a 1500 range is amazing for steal, and the lower recharge rate makes trickery based dagger builds viable. Shadow pursuit as described is also ridiculous. Not sure I buy that these changes are real, since it’s just so many things at once, but they did say it was a big overhaul.

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Posted by: Cempa.5619

Cempa.5619

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Posted by: avilo.1942

avilo.1942

The nerf to infiltrator’s strike…making it not a stun breaker…is this serious? If so, they completely killed the non-stealth thieves and an entire style of play.

If that change is real…i don’t even know. All i know is i’m glad i made an 80 ele after the last few thief nerfs, because if they seriously kill infiltrator’s strike, it’s going to be sad.