Let me open by saying this is not a “teef op nerf pls” post. I am well aware that the class has received a number of nerfs recently (although I still hate them because they hard counter my Mes if I don’t get the jump on them). This post is about what I dislike about the class’s design and why I find it inferior to the Assassin’s in GW1.
I have a level 80 Thief…but I honestly despise playing it. This is because the combination of the initiative system and weapon attack designs make the class feel “spammy.” Not matter what weapon set, the pattern is generally that one or two skills deal the damage and the rest are situational. Most builds you see generally stick in one weapon set and then have a shortbow for emergencies.
Now lets compare this to the GW1 Sin. It was a class that was generally used to burst down a single target quickly, same as Thief. However, where it differs dramatically is how that damage is done. Many of the more damaging combos were composed of a chain of skills that required certain prerequisites in order to carry on to the next attack. For example, you couldn’t use one skill unless your foe was knocked down or poisoned or you hit with another attack of a certain type first. If you screwed up your combo or they avoided a certain part, you had to start over. Some builds were more “spammable” where you only had a few attack skills and more utility. Even these builds still punished you for messing up your chain however and had less burst.
When you nailed that full chain on someone, it felt like you just did something impressive. That is not the feeling I get when I play Thief. Instead I either repeatedly leap through a smoke field to backstab or simply teleport in, use skill 3 a few times, then teleport back out and do it all over again.
The problem is, it might be far too late to change Thieves so that the damage is spread out among multiple skills so that it encourages chaining them. I’m also not a Thief main and maybe those that are really enjoy this playstyle. For me personally, I enjoy fighting most classes in the game. I think an important part of balance is that not only is something fun to play, but fun to play against. Fighting a Thief that constantly uses the same sequence of skills (again, not their fault, the game forces it) isn’t nearly as engaging. While all classes have obvious combos, they generally have longer CDs. In addition, on other classes you are swapping weapon/kits/elements so you are seeing at least 2 different fighting styles.
Here’s some bullet points because I’m sure as with many of my posts some of you will skim and then say something about something I mentioned already:
- The lack of CDs and the fact that only a few skills per weapon actually deal damage make the class feel repetitive or spammy.
- GW1 Assassin was more focused on chaining skills together that required prerequisites and failing along the way interrupted the chain and it was not easily restarted (with exceptions)
- The class would feel more skillful if currently situational or underused skills applied effects that increased the effectiveness of other attacks. In other words you may have to lower the damage of some skills by default but make them deal more damage if say the target is poisoned or knocked down.
- This could lead to some cool cross weapon combos. For example, a short combo on one set may lead to you being able to swap and deal more damage on another. This would encourage using your other set more often.
I actually want to hear the thoughts on the class’s design from main Thief’s. For me, every time I try and get into it I just can’t. I played Assassin a good amount (I played everything really, GW1 was easy to level/gear) and Thief just doesn’t feel like a real successor.
As a final point that I want to drive home, I am NOT a Thief expert. I do know the class’s strengths (like hardcountering all my Mes builds QQ) and weaknesses (“Oh look a Guard, I’m screwed”) but I find it even less interesting mechanically than Warrior, at least on that class I use both weapon sets frequently. I hope there’s a way to make the class feel more dynamic that doesn’t involve a complete overhaul because that is unlikely to happen.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)