Okay guys, I’ve got 800 games on my thief at the moment, 550 of which are in tPvP. I’m posting that information because I would like the developers to take this post seriously. I know A-Net does not plan to make any changes to skill functionality in the near future, unless it’s currently game breaking, and encourages teams to find counters. This change will make little difference in low tier PvP, but the current High Tier teams (teams that consistently go 500-200 or better) understand how game breaking this skill is in its current state.
From what I can tell, people think Cluster Bomb is balanced, because of the travel time, and detonation. I’ve been using this skill for about 2 weeks now (it took a couple weeks to realize the potential of this skill). It’s quite possibly the most sustained damage AoE in the game. It hits targets for 3-5k (depending on target), it IS spammable, and the initiative cost is incredibly low for it’s potential damage output.
The reason Cluster bomb is so good, is because if you use it in MELEE range, the cast time is null. It’s a spammable 360 AoE high damage, bleed stacking attack. Not only that, it is ALSO a blast finisher. Bust that baby out when your buddy is putting down a Combo Field and you do an AWESOME AoE buff, or debuff.
If you are using this skill from range, then you are not using it properly. I propose a few changes to the skill, that I believe would balance it. It needs a nerf, but nothing major. But the skill, as it stands is just way to strong.
1. Make the AoE smaller
2. Lower the Large Explosion damage
3. Remove the initiative cost for the small explosion, and make the initial cost of Cluster Bomb 4 initiative.
4. a minimum flight time for the cluster bomb, ie: it has a minimum distance in which it can be cast, and can’t be cast at your feet, or within 200 range of yourself. I’m not sure how that would turn out, because of serious mechanics changes (no other skill is subject to that kind of limitation).
It only needs one of those changes to be a balanced skill.
As far as numbers go, off the top of my head based off Armor type:
Cloth: 4k+ . I’m not going to give a high side, because it varies to much. I will say that I have personally hit for 7k before. That is incredibly rare, and even 6k most likely won’t happen in a full tourny set.
Leather: 3k-5k . Rarely will you get higher than that.
Plate: 1.5k-3k. This isn’t that bad. But the fact that it’s spammable AoE really starts to make that high armor matter less…
Those are what I normally see. I almost exclusively play Thief in tPvP, so this is purely off that experience. As far as WvW is concerned, I can only imagine that bigger groups of people means more big numbers.
And to be clear: Thieves should have at least 50% crit chance.
(edited by Moderator)