Revert the (PvE) Dancing Daggers nerf

Revert the (PvE) Dancing Daggers nerf

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

The separation between PvP and PvE exists for a reason – so that skills that are relatively balanced in PvE and overpowered in PvP can be nerfed in one side and not the other. Why then was Dancing Daggers (skill 4 on the off-hand Dagger) HALVED in strength in all formats?

This makes the S/D set even more useless and severely cripples S/D, P/D, and D/D Thieves in PvE. The skill was one of the few great skills in a PvE Thief’s arsenal.

Can you please revert the nerf for PvE, Arenanet?

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Posted by: Grimwolf.7163

Grimwolf.7163

I don’t know why they nerfed it at all; wasn’t a large part of the heavy damage it dealt caused by that multi-hit damage multiplying bug, which they fixed in the same patch?
The same thing that was giving Blade Trail and Kill Shot such ridiculous damage, because every time they hit someone the next person would take 2 hits worth of damage, then 3 and so on with each person hit.

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

I don’t know why they nerfed it at all; wasn’t a large part of the heavy damage it dealt caused by that multi-hit damage multiplying bug, which they fixed in the same patch?
The same thing that was giving Blade Trail and Kill Shot such ridiculous damage, because every time they hit someone the next person would take 2 hits worth of damage, then 3 and so on with each person hit.

Yeah, it was pretty much a nerf within a nerf.

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Posted by: brunohstein.9038

brunohstein.9038

Agreed. Its damage it laughable right now.

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Posted by: Mikemad.2495

Mikemad.2495

I don’t know why they nerfed it at all; wasn’t a large part of the heavy damage it dealt caused by that multi-hit damage multiplying bug, which they fixed in the same patch?
The same thing that was giving Blade Trail and Kill Shot such ridiculous damage, because every time they hit someone the next person would take 2 hits worth of damage, then 3 and so on with each person hit.

Yeah, it was pretty much a nerf within a nerf.

Its Nerfception O.o

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Posted by: brandon.6735

brandon.6735

Don’t forget the Pistol whip nerf also.

Guardianhipster
Thiefhipster

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Posted by: Blacksarevok.8104

Blacksarevok.8104

They only needed to nerf the bounce damage. They should have made it do 20% less damage per bounce after the first bounce, the nerf was knee-jerk.

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Posted by: BabelFish.7234

BabelFish.7234

They only needed to nerf the bounce damage. They should have made it do 20% less damage per bounce after the first bounce, the nerf was knee-jerk.

Exactly, the nerf was a typical, lazy over nerf.

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Posted by: Jefzor.7145

Jefzor.7145

4 initiative cost is totally ridiculous. It’s not even worth using to cripple/damage a single target that’s running away.
And let’s be honest, how often do you want to cripple 4 enemies when you could just focus on increasing your own mobility to instead.

What about 2-3 initiative cost, 1st hit does 100% pre-nerf damage, 2nd hit 50% 3rd hit 25%, 4th hit only cripples.

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Posted by: Aervius.2016

Aervius.2016

And let’s be honest, how often do you want to cripple 4 enemies when you could just focus on increasing your own mobility to instead.

Exactly. 4 Initiative for a pathetic ranged snare with inane damage.
or
3 Initiative for a 450 Leap finisher with awesome damage.

Hmm… tough choice.

Kolt – Human Thief
[NEX]
#swaguuma

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Posted by: Okuza.5210

Okuza.5210

There was a LOT in the most recent patch that obviously was more or less completely untested, ill conceived, and not fully planned. This is mostly because it’s created far worse problems for many classes than it purported to solve.

For thief, nerfing dancing destroyed whole builds and toppled an already teetering balance among the weapon sets. That’s a MUCH bigger issue that’s a lot more work to solve than any problem caused by the damage dancing was doing. And, it needed to be solved BEFORE dancing was nerfed.

Same kind of thing with mesmers. Sure, tossing a phantasm through a wall was completely absurd and needed to be fixed. But, the way it was done just put another class on the “obstructed” list. It’s just worse for mesmers because one phantasm is about 75% of their DPS — assuming it’s actually possible to become unobstructed. As you all know, there are many spots (eg. AC burrows) where range is obstructed no matter where you stand.

Obviously, in that case, the obstruction issues needed to be resolved before creating a worse problem than the one you tried to solve.

Now, we’re in a state of “oh, we’re busying working on the event” and thus won’t see any fixes until late January. Not sure about y’all, but I could care less about the events when the game has bugs like these.

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Posted by: Grimwolf.7163

Grimwolf.7163

There was a LOT in the most recent patch that obviously was more or less completely untested, ill conceived, and not fully planned. This is mostly because it’s created far worse problems for many classes than it purported to solve.

For thief, nerfing dancing destroyed whole builds and toppled an already teetering balance among the weapon sets. That’s a MUCH bigger issue that’s a lot more work to solve than any problem caused by the damage dancing was doing. And, it needed to be solved BEFORE dancing was nerfed.

Same kind of thing with mesmers. Sure, tossing a phantasm through a wall was completely absurd and needed to be fixed. But, the way it was done just put another class on the “obstructed” list. It’s just worse for mesmers because one phantasm is about 75% of their DPS — assuming it’s actually possible to become unobstructed. As you all know, there are many spots (eg. AC burrows) where range is obstructed no matter where you stand.

Obviously, in that case, the obstruction issues needed to be resolved before creating a worse problem than the one you tried to solve.

Now, we’re in a state of “oh, we’re busying working on the event” and thus won’t see any fixes until late January. Not sure about y’all, but I could care less about the events when the game has bugs like these.

Seriously. They never should have done these events at all with how new and buggy and unbalanced the game is right now.
If I remember correctly, GW1 waited until the second year to implement events, and that’s really what they should have done here as well.
There are way, way more important issues. The developers have their priorities completely off.
The events only last over a weekend, then they’re totally gone. What in God’s name made them think they should be wasting so much precious time and resources on them right now? They’ve been doing another freakin’ event every single month, stopping them from accomplishing practically anything else.

Think about it, how long ago was this botched up class balance patch that we’re here complaining about right now?

(edited by Grimwolf.7163)

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Posted by: Nilgoow.1037

Nilgoow.1037

Didn’t want to necro this thread, but has there been any word on this or further testing done by the dev team?

Dancing Dagger’s damage in PvE is pretty measly now. Is it true that the damage was due to the bouncing bug that, most notoriously, affected Blade Trail as well?

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Posted by: swinsk.6410

swinsk.6410

Dancing Dagger is probably the most upsetting change to me for thief class. I haven’t been here since release tho.

However, there was no reason this needed to be nerfed 50%. Only unless you increased range to like 1200 and gave it longer/strong cripple effect.

This is skill is utterly useless in all aspects of the game now.

Just another noob thief…

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Posted by: DesertRose.2031

DesertRose.2031

Is it true that the damage was due to the bouncing bug that, most notoriously, affected Blade Trail as well?

The insane damage numbers you could get on Bladetrail and sometimes Kill Shot were caused by the Warrior’s trait [Berserker’s Power] which gave its bonus damage to some skills multiple times. I’ve never heard of a Thief trait or skill that had the same flawed behavior as [Berserker’s Power].

Dancing Dagger was nerfed because it was OP in Xv2 fights where it hit both opponents twice, dealing more damage against both foes than Heartseeker or C&D plus Backstab could do against one of them.
However there might have been a more elegant ways to nerf the skill, e.g. by not allowing it to bounce back to a foe it previously hit; then it would deal as much damage against 1 and 4+ foes as it did before but the ridiculous damage against 2 foes would have been halved.

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Is it true that the damage was due to the bouncing bug that, most notoriously, affected Blade Trail as well?

The insane damage numbers you could get on Bladetrail and sometimes Kill Shot were caused by the Warrior’s trait [Berserker’s Power] which gave its bonus damage to some skills multiple times. I’ve never heard of a Thief trait or skill that had the same flawed behavior as [Berserker’s Power].

Dancing Dagger was nerfed because it was OP in Xv2 fights where it hit both opponents twice, dealing more damage against both foes than Heartseeker or C&D plus Backstab could do against one of them.
However there might have been a more elegant ways to nerf the skill, e.g. by not allowing it to bounce back to a foe it previously hit; then it would deal as much damage against 1 and 4+ foes as it did before but the ridiculous damage against 2 foes would have been halved.

Coming from a moba player, bouncing projectiles that work best against 2 targets are NOT overpowered. They are simply a situational tool that punishes the opposing team for being stupid.

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Posted by: Ichishi.9613

Ichishi.9613

don’t worry guys, they are already working on january and february events
“never to be seen before” “expansion worth of new content”

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Posted by: edruviransu.1029

edruviransu.1029

Is it true that the damage was due to the bouncing bug that, most notoriously, affected Blade Trail as well?

The insane damage numbers you could get on Bladetrail and sometimes Kill Shot were caused by the Warrior’s trait [Berserker’s Power] which gave its bonus damage to some skills multiple times. I’ve never heard of a Thief trait or skill that had the same flawed behavior as [Berserker’s Power].

Dancing Dagger was nerfed because it was OP in Xv2 fights where it hit both opponents twice, dealing more damage against both foes than Heartseeker or C&D plus Backstab could do against one of them.
However there might have been a more elegant ways to nerf the skill, e.g. by not allowing it to bounce back to a foe it previously hit; then it would deal as much damage against 1 and 4+ foes as it did before but the ridiculous damage against 2 foes would have been halved.

I believe that all %damage bonuses stacked in this way. Definitely both ogre runes and the +%damage when using daggers trait did. With both, a dancing dagger that did ~1.8k on the first hit would do ~4k on the last hit.

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Posted by: Kurow.6973

Kurow.6973

As far as I’ve heard, there will be a balance update patch in December. So, just cross your fingers and hope some serious changes are done.

As per Dancing Dagger specifically, all they had to do was fix the damage increasing bug (which I believe they did). Therefore, the nerf was unjustified since the bug has already been addressed.

(edited by Kurow.6973)