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.
All those who says that Thief is weak or balance has nothing to support those belief other than their own.
Thief is OP as shown with countless irrefutable, undeniable evidence.
Another evidence is this, the Devs believe that Thief is too OP in a PvP team fights so they’ve decided to give the Thief the role of +1 and decapper so that they won’t obliterate the opposition and end the match. That would be too boring.
Why else would they nerf the Thief from actually joining a team fight?
The only reason is that Thief is OP.
This is the most obvious reason that shows thieves are extremely OP. If you read the forums you will see a bunch of thief buff suggestions and complaints about how underpowered thieves are. These threads are completely ignored by the developer, if thieves were not op why would they ignore the threads?
/15irrefutableproofs
This thread is a joke right. I have many other maxed out classes and thief is the most unforgiving especially in the new HoT. With all the dodging, low health and high mob damage i feel like I’m playing dark souls again, not to mention other classes got a huge power creep compared to thief and actual new mechanics as to apposed to Dare Devil that just gave our old Acrobatic trait line back, the third dodge isn’t new we had it before.
(edited by ArcanistSeven.8720)
This is the most obvious reason that shows thieves are extremely OP. If you read the forums you will see a bunch of thief buff suggestions and complaints about how underpowered thieves are. These threads are completely ignored by the developer, if thieves were not op why would they ignore the threads?
because devs ignore 99.9% of threads for all classes
rangers demanded buffs since launch.
as did necros
and engineers
none of them got a buff until 3 years later…..well except engineer, but they still didn’t get the weapon switching they demanded.
if Anet listened to all threads, they would have given engineers the option to AIM their rifle and not shotgun it
plus they would have given rangers this pet buff ages ago. (or made pet removable)
but. devs don’t balance classes based on what people cry about on forums.
they balance classes based on average performance in game. which have theives as balanced (every nerf has a buff)
Anet aren’t nerfing theives. they rebalancing.
I laughed so hard,
There is no such things as balance for thieves since 23rd june 2015.
Go look for yourself in spvp, around which the game is supposed to be balanced :
Power creep, power creep everywhere.
And here rest the thief, killed by a smokescale ranger’s pet.
And, if you still can’t see the irony of all these “NERF THIEVES PLS” posts, here are other ones :
Thieves can steal classes spells that do not exist in these classes (mesmer, ele) => OP, nerf please.
Thieves can stealth at will => OP
Thieves have no CD on weapons skills => OP
This is the most obvious reason that shows thieves are extremely OP. If you read the forums you will see a bunch of thief buff suggestions and complaints about how underpowered thieves are. These threads are completely ignored by the developer, if thieves were not op why would they ignore the threads?
because devs ignore 99.9% of threads for all classes
rangers demanded buffs since launch.
as did necros
and engineersnone of them got a buff until 3 years later…..well except engineer, but they still didn’t get the weapon switching they demanded.
if Anet listened to all threads, they would have given engineers the option to AIM their rifle and not shotgun it
plus they would have given rangers this pet buff ages ago. (or made pet removable)
but. devs don’t balance classes based on what people cry about on forums.
they balance classes based on average performance in game. which have theives as balanced (every nerf has a buff)
Correction: Dev only ignore buff requests not nerf requests. Thief has been on the receiving end of the nerfs for many many patches — yet here we are, Thief is still OP thus God Mode — you cant nerf a god.
This is the most obvious reason that shows thieves are extremely OP. If you read the forums you will see a bunch of thief buff suggestions and complaints about how underpowered thieves are. These threads are completely ignored by the developer, if thieves were not op why would they ignore the threads?
because devs ignore 99.9% of threads for all classes
rangers demanded buffs since launch.
as did necros
and engineersnone of them got a buff until 3 years later…..well except engineer, but they still didn’t get the weapon switching they demanded.
if Anet listened to all threads, they would have given engineers the option to AIM their rifle and not shotgun it
plus they would have given rangers this pet buff ages ago. (or made pet removable)
but. devs don’t balance classes based on what people cry about on forums.
they balance classes based on average performance in game. which have theives as balanced (every nerf has a buff)
Correction: Dev only ignore buff requests not nerf requests. Thief has been on the receiving end of the nerfs for many many patches — yet here we are, Thief is still OP thus God Mode — you cant nerf a god.
Gawrsh Darn It, We can TRY~!
all buffs/nerfs/changes since april (not including bug fixes)
overall. i see a TON of buffs in addition to a few nerfs.
but overall. there is ALOT more buffs than nerfs.
so are they nerfign theif? nope. REBALANCE. for every nerf, there is a buff.
Death Blossom: Extended evasion by 200 miliseconds toward the beginning of the ability.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-October-23-2015/first#post5694869
Thief <- OH HEY. WE ASKED FOR A PISTOL BUFF. ANET LISTENED TO US. AKA THEY LISTENED TO A BUFF REQUEST
Vital Shot: Increased damage by 24%.
Unload: Increased damage per shot by 26%.
Sneak Attack: Increased attack damage per shot by 25%.
Traps have been normalized to last for 5 minutes before expiring.
Shadow Trap has been increased from 2 minutes to 5 minutes. All other traps have been reduced from 1 hour lifetime to 5 minutes.
Potent Poison: Increased poison damage from 10% to 33%.
Vigorous Recovery: Increased vigor duration from 5 seconds to 7 seconds.
Expeditious Dodger: Increased swiftness duration from 2 seconds to 4 seconds.
Ankle Shots: Removed the hidden range increase that this trait unlocked.
Deadly Trapper: Increased the duration of might granted from this trait from 8 seconds to 10 seconds.
No Quarter: This trait now applies ferocity bonuses to all instances of fury applied to the thief instead of all instances of fury that the thief applies (which included ferocity applied to allies).
Feline Grace: Increased the duration of vigor from 2 seconds to 4 seconds.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-28-2015/first#post5346251
Thief
General:
Steal: This ability has now been split between F1 and F2. The steal button remains at its default F1 position, whereas stolen items are now located in the F2 slot. Stealing while the F2 slot is filled will overwrite the currently existing stolen item if the slot already has an item in it.
Steal has had its base range increased from 900 to 1200.
Steal recharge has been reduced from 35 seconds to 30 seconds.
Skills
Haste: This ability no longer removes endurance. Gain fury in addition to quickness when activating this ability.
Withdraw: This ability is now a trick. Increased the recharge of this ability from 15 to 18. Healing (both base and healing power) coefficients have been increased by 10%.
Dagger Storm: This ability is now classified as a trick.
Hide in Shadows: This ability is now classified as a deception.
Thieves Guild: This ability is now classified as a deception.
Tripwire: This trap no longer deals strike damage, which would previously bring the thief out of stealth.
Needle Trap: This trap no longer deals minimal strike damage, which would previously bring the thief out of stealth.
Cloak and Dagger: This ability has been combined and its damage normalized. Damage of this ability has decreased by approximately 17% in PvE and increased by 25% in PvP.
Combined Training: This effects of this trait have been included by default on all dual-wield skills. All skills categorized as dual-wield have received a 5% damage increase.
Residual Venom: The effects of this trait have been included by default on all venom skills. All venoms now naturally have one additional charge.
Basilisk Venom: Stun duration reduced from 1.5 seconds to 1 second.
Devourer Venom: Immobilized duration reduced from 2 seconds to 1 second.
Needle Trap: Increased the poison duration from 6 seconds to 10 seconds.
Lotus Strike: Increased the poison duration from 4 seconds to 6 seconds.
Venomous Knife: This skill now applies 2 stacks of poison for 8 seconds.
Escape: Increased the poison duration from 1 second to 2 seconds. Movement-speed adjustments no longer affect the intended travel distance.
Serpent’s Touch: This skill now applies 2 stacks of poison for 10 seconds.
Choking Gas: Decreased the poison duration from 3 seconds to 2 seconds.
Disabling Shot: Movement-speed adjustments no longer affect the intended travel distance.
Flanking Strike: Movement-speed adjustments no longer affect the intended travel distance.
Heartseeker: Movement-speed adjustments no longer affect the intended travel distance.
Withdraw: Movement-speed adjustments no longer affect the intended travel distance.
Roll for Initiative: Movement-speed adjustments no longer affect the intended travel distance.
Thief Stolen Bundles
Healing Seed (stolen from rangers): The duration of this ability has been reduced from 10 seconds to 5 seconds. Pulses now occur every 1 second, down from every 2 seconds.
Skull Fear (stolen from necromancers): The duration of fear has been reduced from 3, 2, and 1 seconds to 2, 1.5, and 1 seconds, respectively.
Mace Head Crack (stolen from guardians): The duration of daze from this ability has been reduced from 4 seconds to 3 seconds.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Deadly Arts:
Minor:
Serpent’s Touch: Stealing inflicts 2 stacks of poison for 10 seconds. Your attacks while in the downed state apply 2 seconds of poison.
Lotus Poison: Weaken targets for 4 seconds when you poison them.
Exposed Weakness: Deal 10% more damage if your target has a condition.
Adept:
Dagger Training: Dagger attacks have a 33% chance to poison enemies for 2 seconds.
Mug: Deal damage and gain life when stealing. This attack cannot critically hit enemies.
Trapper’s Respite: Drop a needle trap when you heal. This effect has a 10-second internal cooldown.
Master:
Deadly Trapper: Traps cause 5 stacks of vulnerability for 10 seconds to enemies affected, while granting you 5 stacks of might for 8 seconds. Trap recharges are reduced by 20%.
Panic Strike: Striking a foe that is below the health threshold immobilizes them for 2.5 seconds. This trait has a 20-second internal cooldown.
Revealed Training: Gain up to 200 extra power while you are revealed, based on current level.
Grandmaster:
Potent Poison: Poison you apply has a 33% increased duration and deals 10% more damage.
Improvisation: One random skill category is immediately recharged when you steal. You can use stolen items twice.
Executioner: Deal 20% extra damage when your target is below the health threshold. (Formerly Critical Strikes)
Critical Strikes:
Minor:
Keen Observer: Critical-hit chance is increased by 5% while your health is above the 90% threshold.
Unrelenting Strikes: Gain fury for 4 seconds when striking a foe whose health is below 50% health. This effect has a 10-second internal cooldown.
Ferocious Strikes: Critical damage is increased by 10% to foes above the 50% health threshold.
Adept:
Side Strike: Gain 7% bonus critical-hit chance when hitting a foe from behind or the side.
Signets of Power: Activating a signet grants 5 stacks of might for 10 seconds. Signet recharges are reduced by 20%.
Flawless Strike: Critical damage is increased by 7% when your health is above the 90% threshold.
Master:
Sundering Strikes: Critical hits have a chance to cause 6 seconds of vulnerability. (Formerly from Deadly Arts)
Practiced Tolerance: Gain ferocity based on your precision at a rate of 10%.
Ankle Shots: Critical hits with pistols and harpoon guns have a 60% chance to inflict crippled on foes, with an 8-second cooldown. Pistol and harpoon-gun attacks deal 10% increased damage to crippled foes.
Grandmaster:
No Quarter: Landing a critical hit while under the effect of fury extends the duration of fury by 2 seconds (this effect has a 2-second internal cooldown). Gain up to 250 ferocity (based on level) while under the effects of fury.
Hidden Killer: Gain 100% bonus critical-hit chance while in stealth.
Invigorating Precision: You are healed for 15% of outgoing critical-hit damage.
Shadow Arts
Minor:
Merciful Ambush: Stealth yourself and your target for 3 seconds when reviving an ally. You revive allies 10% faster. (Formerly Adept Trickery)
Meld with Shadows: Stealth from your abilities lasts 1 second longer.
Resilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 25%. (Formerly Shadow Arts Grandmaster)
Adept:
Last Refuge: Use Blinding Powder when you are struck while below 25% health.
Concealed Defeat: Create a Smoke Screen when downed. Deception abilities recharge 20% faster. (Formerly Adept Critical Strikes)
Shadow’s Embrace: Remove 1 condition every 3 seconds while in stealth.
Master:
Shadow Protector: When you grant stealth to an ally, they gain 3 seconds of regeneration. This effect no longer has an internal cooldown.
Hidden Thief: Gain stealth for 2 seconds when stealing from an enemy (automatically affected by Meld with Shadows).
Leeching Venoms: Siphon life from your foes when triggering a venom. This can only occur once per strike. Gain 2 stacks of might for 20 seconds when activating a venom.
Grandmaster:
Cloaked in Shadow: Gaining stealth blinds nearby foes for 5 seconds. Release a blinding powder when you take falling damage. You take 50% less damage from falling.
Shadow’s Rejuvenation: Regenerate health and initiative while in stealth.
Venomous Aura: When you use a venom skill, you apply the effect to all nearby allies as well. Venom recharges are reduced by 20%.
Acrobatics:
Minor:
Expeditious Dodger: Gain 2 seconds of swiftness upon dodging.
Feline Grace: Gain 2 seconds of vigor upon successfully evading an attack. This effect has a 1-second internal cooldown.
Endless Stamina: The effects of vigor on you are enhanced by 50%.
Adept:
Fleet Shadow: Move 50% faster while in stealth.
Vigorous Recovery: Gain vigor for 5 seconds when using a healing skill.
Pain Response: Gain regeneration for 10 seconds and remove damaging conditions when struck while below 75% health.
Master:
Guarded Initiation: Remove vulnerability, weakness, and slow from yourself when striking an enemy while above the 90% health threshold.
Swindler’s Equilibrium: Successfully evading an attack while wielding a sword recharges steal by 1 second. This effect has a 1-second internal cooldown.
Hard to Catch: Break stun and refill endurance when you are disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch).
Grandmaster:
Assassin’s Reward: Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
Upper Hand: Gain one initiative when you evade an attack. This effect has a 3-second internal cooldown.
Don’t Stop: The effects of crippled and chilled on you are reduced by 50%, meaning your movement is decreased by 25% and 33% respectively, rather than 50% and 66%. If you would become immobilized, you are instead crippled for 4 seconds. This effect can only occur once every 10 seconds.
Trickery:
Minor:
Kleptomaniac: Stealing grants you 2 initiative.
Preparedness: Increases maximum initiative by 3.
Lead Attacks: Increases damage by 1% per initiative. Steal recharges 15% faster.
Adept:
Uncatchable: Leave behind caltrops when you dodge.
Flanking Strike: Gain haste when attacking a foe from behind or the side.
Thrill of the Crime: When you steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds.
Master:
Bountiful Theft: Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
This trait now affects the slow and resistance boons.
Trickster: Reduce recharge on tricks. Tricks remove 1 condition when used.
Pressure Striking: Enemies you interrupt are inflicted with 3 stacks of torment for 5 seconds.
Grandmaster:
Quick Pockets: While in combat, gain 3 initiative when swapping weapons.
Sleight of Hand: Daze enemies for 1 second when stealing. Steal’s recharge is reduced by 20%.
Bewildering Ambush: Stealing also applies 5 stacks of confusion for 5 seconds.
Don’t Stop: This trait no longer grants stability when revealed is applied.
Backstab: This will now only apply revealed when you hit a foe.
No Quarter: Instead of extending the duration of a single stack of fury, this trait will now apply its own stacks of fury to avoid allowing fury to reach unintended durations.
Hidden Thief: This trait now applies 3 seconds of stealth rather than firing blinding powder.
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-23-2015
(edited by arenta.2953)
Never thought I’d say this but thieves are currently somewhere at the bottom of the food chain. Daredevil is not that great, standard thief builds feel way to lackluster compared to lets say revenenat which can do a lot of things thief can (aside stealth) and still provide great sustain. In PvE currently (specifically HoT) thief actually struggles. If you play something tankier then you have no purpose and solo roaming takes forever. If you go zerky chances are you are going to get one-shotted every time a Morderm even farts in your direction. So I’d have to say thieves are in a pretty tough spot now.
all buffs/nerfs/changes since april (not including bug fixes)
overall. i see a TON of buffs in addition to a few nerfs.
but overall. there is ALOT more buffs than nerfs.
so are they nerfign theif? nope. REBALANCE. for every nerf, there is a buff.
~snip~
An increase in numbers is not necessarily a buff. It is universally understood the an increase in numbers is only a buff relative to what other professions get from the same patch.
An increase is an increase, in the same way a decrease is a decrease. In order to judge whether that increase/decrease is a buff or a nerf, you need to compare it to other professions.
Also each change has its weight. Just because you counted “a lot” of buffs, it doesn’t necessarily means that those “buffs” has weight — a lot of them are negligible or an increase to a long underpowered skill or trait. And because Thief is already OP, the Devs are really careful not to give Thief a meaningful buff else they’ll go super saiyan.
In other words, you failed at reading the patch notes because counting “buffs” is nothing but a red herring to misdirect everyone from the nerfs.
all buffs/nerfs/changes since april (not including bug fixes)
overall. i see a TON of buffs in addition to a few nerfs.
but overall. there is ALOT more buffs than nerfs.
so are they nerfign theif? nope. REBALANCE. for every nerf, there is a buff.
~snip~. And because Thief is already OP, the Devs are really careful not to give Thief a meaningful buff else they’ll go super saiyan.
.
which is why they gave theif more stealth
more dmg(and condition dmg)
and more survivability.
how could any of that possibly be counted as a buff.
oh w8, poison now stacks stacks instead of duration. and theres a potency buff for 33% to make that buff even better as the opponent takes more dmg, faster, with less of a chance to get rid of it.
/15irrefutableproofs
Let’s see…
I still have hair, so that leaves only “you” and “hacker”. I don’t wear sunglasses and really don’t smoke… So that leaves “you”.
Man, I look kittening handsome – :/ now why am I having problems with the ladies…
all buffs/nerfs/changes since april (not including bug fixes)
overall. i see a TON of buffs in addition to a few nerfs.
but overall. there is ALOT more buffs than nerfs.
so are they nerfign theif? nope. REBALANCE. for every nerf, there is a buff.
~snip~. And because Thief is already OP, the Devs are really careful not to give Thief a meaningful buff else they’ll go super saiyan.
.which is why they gave theif more stealth
more dmg(and condition dmg)
and more survivability.how could any of that possibly be counted as a buff.
oh w8, poison now stacks stacks instead of duration. and theres a potency buff for 33% to make that buff even better as the opponent takes more dmg, faster, with less of a chance to get rid of it.
You just keep fooling yourself with that kind of belief — don’t do that to yourself.
You need to open your eyes that while you believe that poison got buffed, it is not the case when you look at the meta seeing MediGuardians and the like running around. In fact, this is very bad for the Thief if that stacks of poison are transferred back to them since Thief has little way of dealing with conditions.
You see, ArenaNet is trying to make you believe on these are “buffs” but when looked at relative to the meta, these are major nerfs to the Thief — why? — because Thief is OP.
They even refuse to make Escapist’s Absolution baseline so that Thief can counter play condition because, according to them, it’s already too strong. So you see, Thief is still OP.
Hi my name is Lamuness, and I have a problem.
I keep clicking on this thread, everyday. I need to stop. It is hurting everyone around me. I feel like every time I click in here, there is going to be something fun, but it really, really makes me miss people like Burnfall. I only end up disappointed, and I need cut this out of my life.
Burnfall posts were hilarious.
A tricky question:
I’m node-farming out of bordedom and found that my second favourite toon is my warrior – I mean he’s cute, nearly as cute as my main – but I’m asking you: Am I attracted to losers?
Pic to prove how cute he is.
A tricky question:
I’m node-farming out of bordedom and found that my second favourite toon is my warrior – I mean he’s cute, nearly as cute as my main – but I’m asking you: Am I attracted to losers?Pic to prove how cute he is.
No.
I still got the coffee for you.
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