Hello,
I’ve noticed that a lot of the feedback on this forum has a negative twist to it, my own included. Therefore, I’ve started this thread with the intention of communicating to the devs ways to improve our class in a neutral tone. The idea is that we keep this thread clean of any negative/emotional rants, and focus solely on legitimate thief improvements with as close to objective reasoning as possible explaining why we should get it.
As I’ve browsed this board the past few weeks, I’ve noticed that requests tend to be broken down into specific “fix x feature about y skill” requests and general “we need help with ____” requests. So we’ll do the same in this thread. The specific requests aren’t intended to be overwhelming amounts of work. Just point out a problem and a concise solution. If you want a more generic change, or don’t have a specific solution the general requests are more open ended. However, they should be more specific than “redesign everything”. If you think of something that isn’t on either of these lists and should be, please feel free to respond. I intend to keep this thread up to date.
Specific requests
- Pistol – increase range to 1050 – courtesy of Amante.8109
Reasoning: Thieves are the only class in the game without a 1200 range weapon – and will continue to be so when HoT is released. Many of us were hoping for a rifle/sniper action with our e-spec, but that didn’t happen. I don’t think there’s a reasonable explanation for this. Several encounters in all aspects of the game are designed around 1200 ranged capability and I’m sure the new content in HoT will be no exception. Please rectify this situation by making pistols baseline 1200 range.
UPDATE: 1050 seems like a fair compromise if 1200 is too much for whatever reason.
- Buff withdraw heal – courtesy of Amante.8109
Reasoning: You said you would months ago when you nerfed its cooldown. You still haven’t. Please do what you told us you would do, or explain why you won’t.
- Fix scorpion wire
Reasoning: The skill is broken with the exact same problem engineers had with Magnet. Please fix our identical problem.
- Buff Venomous aura to 600 range
Reasoning: Elementalists put thieves to shame with the amount of party support they can put out, yet still received a Powerful Aura trait buff in the latest balance patch. Please provide a similar buff to our last remaining unique group utility – more on this in the general request section.
- Revisit our weapon combo S/D
Reasoning: It is clear that the state of the game that once required the nerfs to S and S/D is long gone. The HoT expansion will feature the necromancer corrupting 2 boons into conditions once every 5 seconds and revenants with far better shadow step capabilities than thieves ever had. To keep us in line with the power creep I suggest the following changes:
Larcenous Strike – back to 2 boons stolen (reverted nerf).
Infiltrator’s return – Once again instant cast (reverted nerf).
Infiltrator’s strike – increase range to 900 (from 600).
IIRC these nerfs were primarily focused on PvP when they were implemented, so if such changes would cause PvP balance issues then please split the skill functionality in PvE and PvP. I know you have the tech to do this and it sucks being held back in PvE because of PvP balance issues – this applies to all requests in this thread, specific and general.
- death blossom gets a better evasion courtesy of BrunoBRS.5178
Reasoning: either 1/2 or 3/4 (up from 1/4), leaving the very end of the animation, which already roots you, as the vulnerable spot
- dancing dagger applies a single stack of torment on hit courtesy of BrunoBRS.5178
Reasoning: Up to 2 stacks depending on how it bounces, to keep in line with its movement-impairing theme.
- dagger training should be merged with potent poison courtesy of BrunoBRS.5178
Reasoning: maybe buff the chance to 50%, or at least have the poison duration increased to 3-4 seconds.
- Pistol 2 should have a short evade like staff 3 courtesy of Zodryn.4216
Reasoning: to help with survivability and distancing if you get jumped (which is easy for people to do since we only have 900 range)
- +3 max initiative should be baseline courtesy of PopeUrban.2578
Reasoning: This minor makes trickery, very much like pre-nerf critical stikes, too much of a ‘must have’ line.
General Requests
1. Give us survivability that isn’t tied to dodge and stealth. A stealthed thief is not a contributing thief (not to mention the revealed debuff being handed out to several e-specs), and we have a dev on record saying that dodge will not be enough to survive most HoT content. Our easy access to blind and weakness does nothing to raid bosses. We have the lowest health pool and medium armor so surviving is definitely an issue.
2. Give us more party support. Rangers and Engineers are getting easy access to group stealth, mesmers will be able to mass veil twice, so our “unique” capabilities are going away. It seems like every class in the game has something unique to contribute to groups, and thieves don’t. We can’t really help with might or vuln stacking compared to ele’s & engi’s, and we don’t have a unique mechanic like the warrior discipline flag or guardian aegis or mesmer alacrity. We need something on the table to make thieves a valuable contributor to the team. I suggested a buff to venemous aura above. Perhaps further buffs to leeching venoms or to the base venoms themselves, or adding 3 stacks of might to regen in the shadow protector trait would be the way to go. I’m not sure what, but something needs to change or thieves are going to be completely undesirable in HoT PvE groups.
3. Serious daredevil changes. We know that you gutted acrobatics to make way for your idea for our elite spec and it’s not a good feeling. Having our elite specialization profession mechanic being something we already had access to for the past 3 years is not ideal. Having to give up our grandmaster traits to improve our this controversial profession mechanic is even worse. So, I know I’ve seen this requested a lot, but it bears repeating.
- Please give us access to our enhanced dodges without making us use grandmaster traits on them. F3-F5 could work, but if you feel that’s too powerful then simply giving us a pop up to let us change the current dodge would be acceptable too. Lock it in combat like you lock the utility skills.
- Design new grandmaster traits. Here is a killer idea courtesy of Nike.2631
Flitting Shadows — Your dodge ability now either removes ‘Revealed’ or places you in stealth for 2 seconds.
4. Pistol 5 needs more synergy with P/ and S/. Courtesy of Gallant Pigeon.5807
The interaction with pistol #5 also needs to change to provide more functionality for s/p and p/p. 20% projectile chance rng on p/p unload means its near useless as a defensive mechanism.
I would go as far as saying reduce pistol #5 to 5 initiative.
Then how about a blast finisher on infiltrator’s strike for s/p (stealth access) and making unload 100% chance for the first projectile? Would also suggest pistol #2 is changed.
5. Ankle Shots is now a terrible trait that is never worth taking courtesy of ThrynDrakarian.3179
Please give us a pistol enhancing trait that is worth taking. Perhaps a modified form of ricochet? Lots of discussion in this thread and others on this topic.
I don’t think that everything on these lists would be a final and conclusive fix to the issues our class & e-spec have, but it would be an excellent start.
Thanks, that’s all I’ve got for now. As I mentioned, I intend to keep this thread up to date and add/remove/adjust the lists as you guys see fit. Please respond with your ideas.
Edit: I’m seeing a handful of “rebalance” suggestions which involve pretty hard nerfs (such as raising the initiative cost of heartseeker or reducing the passive heal from signet of malice). I’m going to leave these out for now. This thread is intended for direct buffs, that don’t involve corresponding nerfs which could possibly leave us in a worse place. Plenty of great ideas on that line, please keep them coming.
(edited by wolfpaq.7354)