Let's make a list of negatives for Thief.
CiS is a GM trait and “someone” is claiming devs are actively listening to players lately just because of summon changes after 3 years.
No need for this thread there is plenty of requested negativity here and PvP forums it will probably get locked at least the Nerf Wish List had humor. Enjoy it while and if it lasts.
The Dhuumfire thread
Sigil of Air/Fire/(any damaging sigils) can reveal you after using Cloak and Dagger to gain Stealth – It happens maybe 1 out of 5 times.
WvW Thief Aurora Glade – Mutli Bulid Streamer – 1PM – 4PM GMT, Mon – Fri
My Daredevil Build: The Defender!
The only real negative (as a result of thieves hitting extremely hard at launch) is we’ve been pushed into a position that centers around mobility and rez/support (+1’ing); which has essentially just put thieves in a boring play style. They’re still strong as all hell when it comes to conquest at least.
The exceedingly negative and cynical playerbase.
The exceedingly negative and cynical playerbase.
With a legitimately negative good reason to be.
“Please stop complaining about stuff you don’t even know about.” ~Nocta
Combined Training
Pistol Mastery
Ricochet
Withdraw’s lost 10% healing buff
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
What the heck
Acro lost might on dodge
Acro lost 10% damage when not at full endurance
Acro lost boon duration
Feline grace lost dodges
Withdraw cooldown increased unless traited
Sundering strikes (The duration is laughable)
Angle shots (just take practised tolerance)
Flawless strike (100 ferocity or so? Maybe an extra 3% damage if you crit above 90% health? hahaha)
Lost as much as 4 initiative every 20 secs from old crit strikes minor
Upper hand (Its ok, but defiantely not grandmaster worthy)
Assassins reward (Healing is god awful bad)
Don’t stop (Can’t we just have an immobilize clear?)
Guarded initiation (just no)
Swindler’s equilibrium (Also just no)
Fleet shadow (Why is this still in acro?)
Condi duration loss from DA has hurt condi thief builds
My main problem comes from this concept…
A Glass Cannon that is not powerful enough to break through defenses.
What were they thinking??? Honestly, it’s like an old American Civil War naval battle. Two opposing ships have the same type of cannons. One’s “armor” is purely wood, the other is an ironclad. It’s not even fair.
Sigil of Air/Fire/(any damaging sigils) can reveal you after using Cloak and Dagger to gain Stealth – It happens maybe 1 out of 5 times.
it happens if you jump cast c&d and sigil procs.
Damage output from shortbow……
Survivability that of a mosquito.
No 1200 range.
Niche roles, no role diversification has been done or is in sight.
Built around an all-or-nothing playstyle, and has had the all consistently nerfed with little or no buffs to the nothing part.
Looks like everyone forgot about ‘Opportunist’, which made ‘Preparedness’ and ‘Trickery’ not a requirement.
Also; a glass cannon, that is kinda lacking cannon power.
‘Thief’ should also be renamed to ‘SB5-Trickery’, it sums up the class better than anything.
(edited by Silverbolt.2301)
The main problem with Thieves is that their defense is supposed to come largely from things like Stealth, but that’s not how Stealth works. It’s mostly an offensive tool, not a defensive one. They absurdly removed its only defensive use (dropping aggro) a long time ago and never gave Thieves anything to compensate.
Attrition is just far too poor for a melee oriented class. End of story.
Putting PvP aside (way too many issues i’ve heard, but I don;t generally PvP anymore)
I’ll just talk about our main job in a PvE setting. (aside from blasting stealth and blinds)
In PvE: Role as one of the main top tier sustained DPS compromised.
Feline Grace extra dodge removal
Huge DPS nerf of Dagger/Dagger, with the loss of Infusion of Shadows (get back 2 ini when you enter stealth), Power of Inertia (Gain Might on Dodge), Hidden Assassin (gain Might on stealth), Fluid Strikes (Increased damage when endurance is not full).
Cloak and Dagger Damage nerf (for PvE).
This is all after the June Patch. Before the june patch, i can easily keep up 25 stacks of Might with a Sigil of Strength on my own, (I’ll swap SA for CS if there are decent eles blasting might in the pt, which boosted my DPS even more), and dealing incredibly high sustained DPS, while being very tanky with the abundance of dodges. I was doing the CnD>BS combo after every auto-attack chain, without the need for Trickery.
Now, D/D’d DPS just doesn’t warrant such a high-risk gameplay. I found PP of deal more damage then D/D in general, as you do not need to compromise DPS by constantly dodging, and retreating when you ran out of dodges.
Granted, this might be fixed with DareDevil, but still, the mediocre DPS of D/D dropped thieves from the ‘Top’ DPS class to an ‘Okayish’ DPS class.
where bashing people over the head with a stick deals more damage than a stab to the heart.
-My D.A. = http://eazypanda.deviantart.com/
(edited by EazyPanda.6419)