I’d like to open up some discussion regarding the thief utility skill, ‘Scorpion Wire’.
Background & my take on things:
Scorpion Wire – at least in my opinion – is one of the skills that defines what a thief is at its core: an agile trickster that utilises the utility of skills and abilities (whether it be through stealth or evasion) to punish and vanquish foes. And what better ability to facilitate that purpose than a projectile that you can fling out, and pull a target with! In fact, I think most would would agree that it is this type of play-style that keeps us “thief mains” going; it’s extremely satisfying to employ our raw utility with perfect timing, and to win a battle because of that (particularly in PvP, and WvW). With that being said, Scorpion Wire is is probably the most satisfying ability to land that we have in our kit… but that’s actually the problem, isn’t it… how often do you actually land Scorpion Wire?
The Problem:
The mechanics of Scorpion Wire, compared to other pulls in the game (we’ll do some comparing later), are rather unique. I like to think of it as a slow ballista… just without any noticeable damage, that has the capacity to pull a target to you. What I mean by this is that the MAIN issue with Scorpion Wire is that it – like a ballista shot – can be simply negated by strafing (moving left to right, everso slightly). And with most players (or monster if you PvE) constantly moving, and darting in different directions, you can imagine how landing the ability in the first place can be frustrating. And if you cast it whilst moving, against a target that is also moving… just forget it. And that’s precisely what people do, thief needs reliable utility to function, and thus scorpion wire has become heavily underused and largely underrated.
And here are the reasons why (Warning: I’m Australian, so sarcasm inc.)
- [It’s slow] The wire projectile speed travels quite slow, with a maximum distance of 1200 you can see it coming a mile away. To give you some perspective, after being cast at max distance I could probably lift my foot and slam it onto the “WASD” section of the keyboard, and the ability won’t land because I moved.
- [It’s easy to see, and can be dodged… without dodging] It is extremely telegraphed with a short cast time (your character puts their hand their behind head, and then throws the wire out), allowing players adequate time to dodge, block, invulnerability, or… wait for it… move one square to the left during travel-time…
- [Obsolete damage] The damage is EXTREMELY low with a base damage of 276. That’s right, your opponent may need therapy after being hit by anet’s generous 276 damage >.>… Now lets be honest guys, nobody uses Scorpion Wire to “1-bang somebody”, as it main function comes from being an on-demand pull (which can act as an interrupt, a gap closer and or a crowd control), but giving us a base damage of 276 is almost insulting, making the damage 0 would make no difference to its usability.
- [Doesn’t support stealth gameplay] The scorpion wire currently reveals you if you use it in stealth, I presume this is because of the WHOPPING 276 damage you can deal, as any form of damage will cause you to exit stealth. This further isolates Scorpion Wire’s usability to players who run predominantly non-stealth builds (like myself), as there are more ‘advantageous’ utility skills available that facilitate stealth-gameplay.
- [It has no functionality with basilisk venom] Currently when used with a venom, because the damage initiates first, the pull function of the utility will not trigger; heartbreaking considering bassie venom now make attacks unblockable!!
Potential fixes:
- Reverse the order in which damage and the actual pull effect is applied, allowing for the pull to initiate first, followed by the damage. This would allow for synergy with venoms, without compromising the utility’s purpose or function.
- Increase projectile speed by 25-50%. It’s simply too slow at the moment.
- Adjust how the wire itself tracks a target. Maybe copy and paste the code that governs spectral grasp, or spear of justice, so that the projectile “locks onto” a target, rather than just travelling along a singular, linear vector. NOTE: the wire doesn’t need to be unblockable, it just needs to land in the first place. How is it that other professions get a pull that tracks, and we don’t? C’MON YO
- Increase the damage, or take it away altogether. Both changes could help facilitate the utility being used in different ways. The damage should be at least 800. To give perspective, the warriors kick ability (another underused ability), is almost double Scorpion Wires damage at 552 with a 12 second cooldown, as opposed to a 20 second one.
- Give it a bleed! If you’re going to throw a spear at something and then rip it towards you, then it would be thematically cool for it to leave a deadly bleed. Maybe it could be given more purpose through condition builds and playstyles.
Scorpion Wire thematically is a super cool ability, and even though it misses 40% of the time, I still run it sometimes because of satisfaction that ensues upon landing it (especially when plucking people off of towers in WvW). The phrase “build diversity” seems to be quite controversial lately, but I’d like to see some of the ‘less used’ utilities become useful so we have more options to play with; it’s the small things that go a long way.
I’d love to hear the voices of any Scorpion Wire lovers out there, and the community’s opinion with reference to potential quality of life changes/suggestions for the utility.
All feedback is welcomed (be kind please) & thanks for reading,
Lae – The Praetorians.
(edited by UndefinedLime.2063)