Revised Patch Notes

Revised Patch Notes

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Posted by: Grimwolf.7163

Grimwolf.7163

I know myself and many others are incredibly frustrated by how the patch turned out, so I figured posting ideas for how you feel the patch SHOULD have looked for Thieves would be a slightly more constructive way to vent some frustration. I’ll start with my own;

Thief

  • Stealth:
    • Revealed always applies after breaking stealth.
    • Stealth duration now refreshes rather than stack on multiple applications.
  • Backstab: Now removes 1 Boon on hit.
  • Mug: Changed to Cripple the target of your Steal for 5 seconds instead of damage.
  • Death Blossom: Now applies Evasion closer to the start of the animation.
  • Pistol Whip: Now deals 20% more damage.
  • Corrosive Traps trait:
    • Applies the correct vulnerability duration with Shadow Trap.
    • Now applies vulnerability with Ambush Trap.
    • Vulnerability duration increased from 5 seconds to 10 seconds.
  • Shadow Trap: Shadow Pursuit now activates instantly.
  • Healing Seed skill:
    • Increased radius slightly.
    • Now displays the combo field ring.
  • Caltrops:
    • Reduced duration from 15 seconds to 10 seconds.
    • Now indicates its radius.
  • Steal skill: No longer initiates autoattacks.
  • Uncatchable trait:
    • Now displays an active combat area to both allies and enemies.
    • Increased effective radius by 50%.
  • Basilisk Venom skill:
    • No longer immobilizes targets in addition to stunning them.
    • Now activates instantly.
  • Haste skill:
    • Increased duration from 4 seconds to 5 seconds.
    • Removed Endurance penalties (similar improvements for other classes).

(edited by Grimwolf.7163)

Revised Patch Notes

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Posted by: iNaddict.8021

iNaddict.8021

I know myself and many others are incredibly frustrated by how the patch turned out, so I figured posting ideas for how you feel the patch SHOULD have looked for Thieves would be a slightly more constructive way to vent some frustration. I’ll start with my own;

Thief

  • Mug: Changed to Cripple the target of your Steal for 5 seconds instead of damage.

I rather keep the dmg portion thanks.

Revised Patch Notes

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Posted by: Grimwolf.7163

Grimwolf.7163

I know myself and many others are incredibly frustrated by how the patch turned out, so I figured posting ideas for how you feel the patch SHOULD have looked for Thieves would be a slightly more constructive way to vent some frustration. I’ll start with my own;

Thief

  • Mug: Changed to Cripple the target of your Steal for 5 seconds instead of damage.

I rather keep the dmg portion thanks.

I’m sure you would, but Mug is the real culprit behind the majority of Stealth, CnD and Backstab nerfs we’ve recieved.

Revised Patch Notes

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Posted by: Auesis.7301

Auesis.7301

Stealth:

Revealed: Duration decreased to 3 seconds. Always applies when stealth ends.

Thief:

Steal: No longer initiates autoattacks.
Pistol Whip: Now deals 15% more damage.
Healing Seed: Increased radius slightly. Now displays the combo field ring.
Caltrops: Now indicates its radius.
Basilisk Venom: No longer immobilizes targets in addition to stunning them.
Haste: Increased duration from 4 seconds to 5 seconds. Draining of endurance removed. Haste will still prevent natural endurance regeneration for the duration.

Venoms:

All venoms: Reduce cooldowns across the board to 40 seconds instead of 45 in PvE.

Skale Venom: Increase vulnerability stacks per attack to 3.

All Traps:

Instead of being triggered upon hit and then dissipating, Thief traps are now static objects placed on the ground and unseen by hostile targets. Each one will have its own set of charges.

Needle Trap:

- One charge, affects a 300 radius when triggered and becomes an invisible AoE circle for 3 seconds. Foes that step in this circle receive the trap effect, and the target that triggered the trap is the centre of the circle.

Tripwire:

-Three charges, same effect radius/length. Cripple effect removed. A foe that walks across the trap a second time has an internal cooldown of 5 seconds before they can trigger it again (3 second knockdown with no stunbreak, 2 seconds to spare)
-The third foe breaks the wire and becomes “Snagged”. After moving 300 units away from the trap, they are pulled back to the trap and adjacent foes are crippled by the lashing wire for 5 seconds.
- The pull/lash can be activated prematurely on the last affected target, as the first knockdown will chain the skill to “Snap Wire”.

sPvP Version:
- One charge
- Knockdown, snag, pull and cripple all operate on that one charge and affect only the target.
- Cooldown increased to 60 seconds.

Shadow Trap:

- One charge
- Upon triggering, a loud smoke bomb explodes, blinding and weakening adjacent foes for 5 seconds.
- Shadow Pursuit is instant cast.
- Shadow Pursuit breaks stun.

Ambush:

- Cooldown increased to 45 seconds
- One charge
- The spawned Thief now behaves identical to Veteran Scouts in WvW, but with the same HP, armor and damage output as before (I believe the dual dagger version did more damage so we’ll use that as a template).
- Upon triggering the thief, Ambush chains to “Tag Team”, an instant cast stun-break skill.
- Tag Team swaps your position and the spawned Thief’s position via shadowstep. Breaks stun.

Traits:

Mug: Instead of dealing damage, Stealing interrupts the target and gives a short knockback effect.

Corrosive Traps: Vulnerability duration increased to 10s. Now correctly applies on all traps.

Improvisation: Changed to “Well-Prepared”. Increases damage dealt by 3% for every unique active trap effect (lingering poisons, immobilisation, cripples, knockdowns, Shadow Pursuit marks, blinds, weakening and active Ambush Thieves), including damage dealt by summoned Thieves. Reduces Trap skill cooldowns by 20%.

Leeching Venoms: Venoms now rip one boon per uniquely applied venom per target and apply to the user as well as healing.

Venomous Aura: Increased active radius to 600, and changed to an actual aura and not an instant application. Upon using a venom, the aura remains around the Thief for 5 seconds, and any ally that walks in to the aura during this time receives the venom and charges. The application cap remains at five.

Shadow Protector: When you go in to stealth, nearby allies gain regeneration for 5 seconds. This is instead of having to stealth the actual allies.

Shadow’s Embrace: Remove conditions from yourself and adjacent allies every 3 seconds while in stealth.

Hidden Assassin: Gain might for you and nearby allies when you go in to stealth (still at 2 stacks per).

Shadow’s Rejuvenation: Regenerate health while in stealth. Adjacent allies will also receive this effect.

Master Trapper: Changed to (Endurance regeneration increased by 50% while traps are active, untriggered or triggered.)

Steal Recharge Rate: Increase to 2% per point instead of 1%.

Bountiful Theft: If any boon has been stacked, namely Might, then all of those stacks will be taken instead of just one.

Merciful Ambush: Becomes “Merciful Trapper”. Create a large Needle trap (600 radius) when reviving an ally.

Sleight of Hand: Daze duration increased to 2 seconds.

Uncatchable: Now displays an active combat area to both allies and enemies. Increased effective radius by 50%.

Yeah, I’m delusional. I can only dream.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Revised Patch Notes

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Posted by: Dasorine.1964

Dasorine.1964

tbh we don’t know what exactly the culprit is that made ANET decide these nerfs, it could be mugs 1.5 damage coeffiecent on a 45 second base cooldown move, it could be the CnD spam, could be the smoke field abuse, could be flanking strikes awesome boon ripping ability, could be the constant unresearched flames and complaints or could just be Anet dev’s don’t like us, we don’t know they probably won’t tell us and people will claim what ever they feel is unfair to them the most is the cause/not the cause.

Revised Patch Notes

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Posted by: iNaddict.8021

iNaddict.8021

I know myself and many others are incredibly frustrated by how the patch turned out, so I figured posting ideas for how you feel the patch SHOULD have looked for Thieves would be a slightly more constructive way to vent some frustration. I’ll start with my own;

Thief

  • Mug: Changed to Cripple the target of your Steal for 5 seconds instead of damage.

I rather keep the dmg portion thanks.

I’m sure you would, but Mug is the real culprit behind the majority of Stealth, CnD and Backstab nerfs we’ve recieved.

No i dont think so.. the issue was people’s inability to deal with stealth (CnD chainer’s moreso) not mug.. extra dmg from mug was just icing on the cake…

to deal with it, they proposed a always revealed debuff coming out of stealth.. but instead went with extra second on revealed.. in the grand scheme of things i think both wont change a whole lot..

I am not a CnD spammer, i use stealth aggressively, i had the 3 second cooldown down to a pat.. i will just need to get used to 4.. and all the complaints saying that this will reduce their backstab dps by 33% obviously thinks this game is just stand and dps executing a near perfect rotation.. and receive no dmg from players or mobs where they had to backout and go on the defensive heal etc.

we also dont need cripple.. i have no problems catching up to people. at least change it to something of a worthy replacement..

Revised Patch Notes

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Posted by: Dasorine.1964

Dasorine.1964

I am not a CnD spammer, i use stealth aggressively, i had the 3 second cooldown down to a pat.. i will just need to get used to 4.. and all the complaints saying that this will reduce their backstab dps by 33% obviously thinks this game is just stand and dps executing a near perfect rotation.. and receive no dmg from players or mobs where they had to backout and go on the defensive heal etc.

Well 90-95% of those complaints are about PvE where it sort of is just stand and dps executing a rotation for the most part.

And yeah the current nerfs not entirely game breaking but its not exactly negligible to certain builds (s/d loosing stun rate, p/d loosing bleed maintenance etc) and the biggest slap in the face comes that they never stated why they put it in, why they nerfed so many different facets of the thief while other aspects that others actually think is a problem are untouched.

Revised Patch Notes

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Posted by: iNaddict.8021

iNaddict.8021

Even in PVE… i never can just Stand and DPS in a boss fight (aside from World bosses)..

Splash dmg always require me to backtrack recoup and get back in.

Yeah its not nice to receive nerfs to your main (thief is my loved and fav class)..
But it is done.. Lets work with the current limitation.

Revised Patch Notes

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Posted by: Dasorine.1964

Dasorine.1964

Even in PVE… i never can just Stand and DPS in a boss fight (aside from World bosses)..

Splash dmg always require me to backtrack recoup and get back in.

Yeah its not nice to receive nerfs to your main (thief is my loved and fav class)..
But it is done.. Lets work with the current limitation.

I would/will/do, the only reason I complain really is because of the ridiculous manner these changes have been implemented, no acknowledgement of exactly what they wanted to fix, the main cheese/exploits still present and untouched that everyone thought where the targets, the knock on effects of blanket changes that nerf/cripple things that where in no ones sights due to there weak/already balanced nature in a way that makes it seem they just were not thought about.

Revised Patch Notes

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Posted by: iNaddict.8021

iNaddict.8021

Even in PVE… i never can just Stand and DPS in a boss fight (aside from World bosses)..

Splash dmg always require me to backtrack recoup and get back in.

Yeah its not nice to receive nerfs to your main (thief is my loved and fav class)..
But it is done.. Lets work with the current limitation.

I would/will/do, the only reason I complain really is because of the ridiculous manner these changes have been implemented, no acknowledgement of exactly what they wanted to fix, the main cheese/exploits still present and untouched that everyone thought where the targets, the knock on effects of blanket changes that nerf/cripple things that where in no ones sights due to there weak/already balanced nature in a way that makes it seem they just were not thought about.

They we’re pretty ridiculous weren’t they.. my only wish is that they setup a PBE realm to test changes and get the public to test.. so they get responses before making the changes.. but ah well..

i did get a good laugh at the patch notes when i read it …

“lol revealed +1 sec.. that was out of left field i thought”

thats was that.

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Posted by: ensoriki.5789

ensoriki.5789

Brb found the missing patch notes.
Stealth: 3s reveal when you leave stealth.

Sword:
Tactical strike – Removes a boon if they’re over 50% health.
Inf strike damage increased 15%
Pistol whip damage increased 10%. The pistol stun can affect multiple foes.
Flanking strike 2nd hit grants 4s of Fury.

Main hand dagger:
Death blossom hits 15% harder

Off-hand Dagger:
Dancing dagger dmg increased 33%

Off-hand Pistol:
Headshot dmg increased 80%
Blinding powder damage increased 80%.

Needle trap: Damage increased 20%
Tripwire: Damage increased 20%
Ambush trap: reduced recharge to 30.
Shadow trap: reduced recharge to 25.

Inf signet – Removes 1 boon.
Scorpion wire – Removes 1 boon.
Signet of agility – reduced to 25s recharge

Pain response: Healing skills remove an extra condition (applies after their normal condition removal) (15s ICD). Gain 10s of regeneration when hit under 75% health, (30s ICD)

Assassin’s reward. Increased base healing per initiative to 75.

Initial strikes – Increased to 10%.

The great forum duppy.

(edited by ensoriki.5789)

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Posted by: Thelgar.7214

Thelgar.7214

Critical Haste – Increased duration by 1 s

Or something…