(edited by Gallant Pigeon.5807)
Observations regarding core thief balence
Why is it always P/P when you guys moan about thief?
Ranged weapons shouldn’t do as much/more damage than melee weapons – we currently have the opposite with rangers and mesmers and also warriors -that promotes lazy and passive gameplay – and of course pirate ship meta – which is plain boring.
Don’t decrease anything further on SB, please – it’s in a pretty bad spot and I’m not really sure how #2 is a projectile anyway.
Saw this too late:
Side note, can we please normalize reveal to 4 seconds in WvW?
Ok, a troll post.
Not wanting to delve into other points mentioned. But I feel like this bullet point:
“why is p/p #3’s damage comparable to shortbow #2, despite the same range and p/p #3 costing an extra 2 initiative?”
Has the obvious answer of projectile speed.
OK, I admit it – I have no real idea what this thread is about – looks either a bit weird or I’m brain afk today.
4 second reveal is annoying for anyone who regularly plays WvW and PvP, it throws your timing. 3 second reveal also makes the revealed training trait nigh on redundant. I would also mention that certain builds (PU mesmer, cough) are abusing perma stealth in WvW at the moment.
The projectile speed argument is mostly moot since you will usually see 1/3 or more of an unload dodged due to it being channelled. Another counterpoint is how shortbow #2 is multi target, p/p is designed to be single. Should not cleave skills generally do less damage?
Its also worth noting that I suggested increasing shortbow #2 projectile speed drastically to compensate for the damage loss. I just find it laughable that as a ranged weapon its has to be in melee range to deal good damage.
Skill #5 useless one s/p? Leaving aside that it isn’t useless, there’s the fact that it would destroy d/p. And, because the dagger offhand is comparatively terrible, what would thieves be left with in sPvP?
The issues highlighted are only in regards to thief weapon set imbalances . i.e. how everyone plays d/p sb. A slight nerf to d/p is actually a sensible solution – it would then make it possible to buff thief as a whole via traits whilst preveniting people from crying about OP d/p builds.
Fixing thief’s power relative to other classes is another matter. Personally I think an outright buff to thief sustain is needed. Condi removal and possibly even thief health tier might be a good place to start.
The only time I can think of when s/p would use black powder on #5 is when switching to another weapon :/.
(edited by Gallant Pigeon.5807)
Clusterbomb does 1,428 dmg, unload a total of 2,448 – I don’t see how the 5 initative isn’t justified in comparison – even more so as dodging a clusterbomb as a whole is a lot easier that dodging 8 shots of unload. So, your argument that clusterbomb does as much damage as unload doesn’t fit – unless I’ve gotten you wrong.
If you decreased the damage further the whole purpose of clusterbomb would be blast finisher – and it is kind of at that point. If you’d increase the speed it would mess up a lot of combos – and that in thief and his allies favour – “want to get 25 might stacks in 3 secs? no problem!”
4s reveal was/is a mistake in pvp and I’d rather have it removed from pvp than to adjust pve and wvw to it as – the damage in wvw is a bit higher, the conditions are a bit more dangerous and most of thief’s sustain is still tied to stealth. Also I’d like to keep my D/D rotation in dungeons. I don’t think the purpose of making one single trait useful justifies an increase to 4s.
Again: None of what makes D/P great has got anything to do with any other weapon set – it’s a pretty balanced weapon set which has got pretty good traits in SA – but most of it isn’t of use for other thief builds – so you’d rather want to buff other builds than to nerf D/P as in the end even that build is mediocre at best in comparison to other classes right now.
Edit: Typos – a lot of typos.
(edited by Jana.6831)
Please spell Balance right.
AikijinX- [Mada] [MILF] [HUNT] 7.3k Thief Hours
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