Shortbow needs more damage (or lower costs)

Shortbow needs more damage (or lower costs)

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Posted by: rennlc.7346

rennlc.7346

One huge limitation of thief is our current ability to contribute to “cleave” situations where an opposing player has been downed and must be hit with as much damage as possible to prevent a revive (particularly from a druid or scrapper). A big part of this problem is the shortbow, our most reliable way of dealing AoE damage while avoiding dazes from detonated gyros, the weakness applying passive proc from druids, reaper AoE, etc., has remained the same while everything else in the game has gotten progressively stronger. It needs to hit harder or be able to sustain its AoE pressure for longer for thieves to not regularly be a liability in these situations.

Yes, buffing shortbow is a continuation of power creep and while I dislike this, it also seems like the only kind of solution ANet developers will utilize at this point for thieves.

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Posted by: glorius.1235

glorius.1235

My 2 cents on the topic (bear in mind I’m new to the profession)

  • Thief is already one of the classes with the biggest burst damage – high single target damage. Adding high AoE damage as well (especially from ranged) would be kind of OP IMO
  • you are not meant to cleave. You are meant to down someone and stomp him if the cleave is not enough/not possible. For that you have plenty of options: Shadowstep, stealth stomp, hell, Impact Strike cannot be countered at all if you time it well.
  • you are the best for staggering rez’s in small skirmishes. Plenty of access to dazes with Head Shot, Steal, Reflexive Strike, etc.
  • Shortbow #4 is an AoE poison field, which is quite underestimated IMO. Put that down on a downed body – if your team is not able to finish the downed player in an even situation, the problem is not with you (or with the Shortbow)
  • if the situation is so dense that everyone is stacking on that body, you are better off getting decaps/caps anyway
IGN: Skúgg – currently on Far Shiverpeaks

(edited by glorius.1235)

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Posted by: rennlc.7346

rennlc.7346

My 2 cents on the topic (bear in mind I’m new to the profession)

  • Thief is already one of the classes with the biggest burst damage – high single target damage. Adding high AoE damage as well (especially from ranged) would be kind of OP IMO
  • you are not meant to cleave. You are meant to down someone and stomp him if the cleave is not enough/not possible. For that you have plenty of options: Shadowstep, stealth stomp, hell, Impact Strike cannot be countered at all if you time it well.
  • you are the best for staggering rez’s in small skirmishes. Plenty of access to dazes with Head Shot, Steal, Reflexive Strike, etc.
  • Shortbow #4 is an AoE poison field, which is quite underestimated IMO. Put that down on a downed body – if your team is not able to finish the downed player in an even situation, the problem is not with you (or with the Shortbow)
  • if the situation is so dense that everyone is stacking on that body, you are better off getting decaps/caps anyway

Shortbow wasn’t always the wet noodle it is today. Detonated cluster-bombs used to inflict considerably more damage on players than our better auto-attacks currently do. You say it would OP but prior to HoT this capability for AoE damage was there, it was pretty good, and it was not OP even during versions of GW2 where other classes had fewer counters to cleave than they do now. I respect your opinion and also understand that it is mathematically inaccurate.

(edited by rennlc.7346)

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Posted by: alain.1659

alain.1659

Thief needs 1200 range on shortbow. Not with all skills but at least with auto attack. Sb 2 is not as good as it should be. Sb 4 is ok, sb 5 is dreamy but costy. In my opinion thief needs a proper range weapon as I have always been a fan of Prince of Thieves, a.k.a. Robin Hood.

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Posted by: Orpheal.8263

Orpheal.8263

Shortbow could be made easily alot better, if the following things would get added/changed about this weapon:

  • Change one of the range related Traits to “Ricochet”, so that Pistols gain again a way to bouncing bullets, while the shortbow could profit from this trait by gettign an additional effect on Trick Shot, like that Trick Shot can steal Boons if bounced arrows hit a target twice and let that trait increase also the range of Shortbows and Pistols back to 1200, so that both weapons can be used also again better in defensive situations from hogher positions, aka in WvW

Change Clusterbomb to a much more powerful Condition Spreader that makes SENSE BY ITS EFFECT. Bleeding makes absolutely no sense..you shoot Explosives that you can let detonate on demand, these explosions should cause BURNING & Vunlerability, so that the Thief gets also access by this skill exclusively to Burning, making this skill more effectful for Condition Spreading, especially when combined with sigils that can cause additional conditions on hit/criticals

Choking Gas should cause Torment instead and poison additionally foes only, if they stay in the aoes longer than 2 seconds to give this skill more crow control functionallity that lead to the point, that you force your enemy to move away from the spot where the AoE effect is. The initial hit should cause also for a half second Daze.. its freaking CHOKING GAS..if something like that doesn’t interupt your current actions, then this skill needs a RENAME…

The skill that lets you evade attacks should get removed the back jump effect and simply let the thief gain that auto evade effect after shooting for several seconds instead. And it should become a skill that grants you stealth for 3 seconds to give this weapon more stealth gameplay synergy for when you are short before changing to an other weapon set, like D/D for example so that you can use SB better for stealth synergy to prepare a burst attack when you are about to change your weapon.

Infiltrators arrow should get a nice side effect to give this skill a bit more utility for the position to where you move to, infiltrators arrow should get the ability to deativate TRAPS that are nearby to the ground target, so if you move with this skil lto a spot and an enemy trap was nearby, then this trap wont do damage to you anymore.
This way would become the SB of the thief finally a nice counter weapon against all these trappers lately that we have now due to the dragonhunter.
If there is a class, that should be able to negate traps, then it has to be logically the Thief!! Masters of the Shadows, which infiltrate locations and know exactly how to detect traps and how to negate them without receiving any harm… they should be the logical counter to any trapping build with SB’s help.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Kageseigi.2150

Kageseigi.2150

I have several issues with Shortbow… just as I have with the Thief in general.

For Shortbow specifically, it is a situational weapon. It is very useful in SOME situations, but rather useless in others. The problem with that is that even though the Thief’s two weapon sets share the same “cooldown” mode, we still get locked into a weapon set for a full 10 seconds when we swap.

Sometimes, we need ranged attacks when Dragonhunters are dropping traps. Or when there’s a lot of AoE on a point. Or when you need to kite or evade attacks and you are out of dodges. But outside of those situations, you’re much better off with melee weapons, and those situations don’t last for 10 seconds many times.

As for the problems with the Shortbow…

1. The auto-attack is rather weak. I sometimes run full glass (Berserker DA/CS/T with Air/Fire sigils and Assassin’s signet). Even then, I’m just whittling away at a target’s health.

2. Cluster Bombs are SLOW. It’s so inefficient to be using this skill anywhere outside of point blank range. And that defeats the purpose of using a ranged weapon.

3. What’s the purpose of Choking Gas these days? It’s like Caltops, only it doesn’t help you keep your target in its AoE. Seems to only be effective on downed targets. It may be better for condition builds, but 2 seconds of Poison for a power Thief? Good luck timing that on a healing target.

4. It’s a ranged weapon… with a range of 900 units. So even if I’m trying to kite an opponent, if he goes ranged as well, I’m outgunned. Yep, hello, Dragonhunters! Can’t engage melee due to traps, and can’t engage ranged due to Longbow. The Thief just doesn’t have enough evades/power for that fight… not to mention being forced to commit to a weapon for 10 seconds.

5. Just another needless issue, though not as major… a Thief cannot use Cluster Bomb or Choking gas on targets directly below them, but outside the 900 unit range. For example, the top of the Clock Tower in Khylo when looking through the opening. Auto-attacks will shoot and hit the targets below (because it doesn’t require a target lock or a target to be in range, so the arrows will still shoot). But Cluster Bombs and Choking Gas will NOT activate. Very annoying.

What can help with these issues? I’m not looking to buff the Shortbow. It’s for utility. I accept that. The problem is that switching to utility locks us out of lethality.

I am 100% for instant-weapon swap (or with a low cooldown such as 1 second). Because the Thief is unique in its initiative system (a universal cooldown system), and also being an “active/adaptive” playstyle, it should be able to change weapons when needed. An alternative would be to make the Shortbow an “F3” mode for the Thief with a low (1-second) cooldown similar to Engineer kits. Each option would have its own advantages.

Of course, upping the Shortbow’s range to 1,200 wouldn’t hurt. If the range stayed at 900, giving Trick Shot (auto-attack) the ability to intercept, destroy, and bounce off of incoming projectiles would be interesting. So even if your arrows could not reach the target itself, it could reduce the range disadvantage. You may not be able to shoot him, but you can stop him from being able to shoot you as well.

If there is a class, that should be able to negate traps, then it has to be logically the Thief!! Masters of the Shadows, which infiltrate locations and know exactly how to detect traps and how to negate them without receiving any harm…

Completely agreed! :-D

Though I had been thinking that Cluster Bomb could trigger/disable traps from a safe distance, but one of these would work! :-D

Suggestions to overhaul the Thief…

* * * Thief Trait Shakeup * * *

(edited by Kageseigi.2150)

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Posted by: Asrat.2645

Asrat.2645

Shortbow could be made easily alot better, if the following things would get added/changed about this weapon:

  • Change one of the range related Traits to “Ricochet”, so that Pistols gain again a way to bouncing bullets, while the shortbow could profit from this trait by gettign an additional effect on Trick Shot, like that Trick Shot can steal Boons if bounced arrows hit a target twice and let that trait increase also the range of Shortbows and Pistols back to 1200, so that both weapons can be used also again better in defensive situations from hogher positions, aka in WvW

Change Clusterbomb to a much more powerful Condition Spreader that makes SENSE BY ITS EFFECT. Bleeding makes absolutely no sense..you shoot Explosives that you can let detonate on demand, these explosions should cause BURNING & Vunlerability, so that the Thief gets also access by this skill exclusively to Burning, making this skill more effectful for Condition Spreading, especially when combined with sigils that can cause additional conditions on hit/criticals

Choking Gas should cause Torment instead and poison additionally foes only, if they stay in the aoes longer than 2 seconds to give this skill more crow control functionallity that lead to the point, that you force your enemy to move away from the spot where the AoE effect is. The initial hit should cause also for a half second Daze.. its freaking CHOKING GAS..if something like that doesn’t interupt your current actions, then this skill needs a RENAME…

The skill that lets you evade attacks should get removed the back jump effect and simply let the thief gain that auto evade effect after shooting for several seconds instead. And it should become a skill that grants you stealth for 3 seconds to give this weapon more stealth gameplay synergy for when you are short before changing to an other weapon set, like D/D for example so that you can use SB better for stealth synergy to prepare a burst attack when you are about to change your weapon.

Infiltrators arrow should get a nice side effect to give this skill a bit more utility for the position to where you move to, infiltrators arrow should get the ability to deativate TRAPS that are nearby to the ground target, so if you move with this skil lto a spot and an enemy trap was nearby, then this trap wont do damage to you anymore.
This way would become the SB of the thief finally a nice counter weapon against all these trappers lately that we have now due to the dragonhunter.
If there is a class, that should be able to negate traps, then it has to be logically the Thief!! Masters of the Shadows, which infiltrate locations and know exactly how to detect traps and how to negate them without receiving any harm… they should be the logical counter to any trapping build with SB’s help.

Those are some horrible, horrible suggestions you got there.
I hope I dont have to explain why, but here the short version:

Ricochet change. Boon removal would be too much. And it would by my knowledge be the first trait to directly buff two weaponsets at a time.
Shortbow auto could use a slight damage increase (10-25%) to make it more threatening, but it definetly doesnt need extra effects.

Burning instead of bleeding: no. It doesnt make more sense at all. Explosions usually dont burn people. Unless its napalm. Ours is a frag. Burning is also a very badly designed condition since it focusses on burst damage and not DoT.
Using it as a blast finisher can already be very strong.
I also dont want this weaponset to be turned into a condi set.

Choking gas.
a) Torment would be useless. The healing modifier from choking gas is much stronger for a power build than torment could ever be.
The poison duration could be slightly increased, thats all.
And a daze? srsly. Blind would be considerable but already extremely strong.

Disabling shot could indeed use a rework, but several seconds of auto-evade ?
Thats insane. The skill is already pretty useful as a bonus evade. Maybe increase the distance a bit and decrease the clunkyness/precast/whateveryouwanttocallit.
But auto evade? Hell no.

We already do counter trapper builds. We can activate all traps with a dodge without getting hit and still have shadowsteps if we screw up.
The problem is not the traps, its the guardian behind them.
If anyone but our hardcounter was running those traps, we would have no problem to deal with them.

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Posted by: Einlanzer.1627

Einlanzer.1627

Trick Shot and Cluster Bomb need modest buffs to both the direct damage and bleed stacking, but I think otherwise the set is fine.

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Posted by: rennlc.7346

rennlc.7346

I don’t want functional changes nor do I want to play armchair developer with numerous redesigns. I want the damage shortbow was once capable of dealing to the brawler builds of old in cleave situations back.

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Posted by: rennlc.7346

rennlc.7346

Trick Shot and Cluster Bomb need modest buffs to both the direct damage and bleed stacking, but I think otherwise the set is fine.

My sentiments exactly.

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Posted by: fluidmonolith.3584

fluidmonolith.3584

I’m not sure the SB tweaks need to be so extensive. Another poster (sorry, forgot the name or the thread) suggested that all SB really needs to be competitive is a longer duration of poison application on choking gas, and a a faster projectile speed for cluster bomb. A small increase in auto-attack damage wouldn’t be bad either, but I don’t think it’s necessary.

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

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Posted by: alain.1659

alain.1659

Range is essential. All the gap closing skills are dangerously followed up by burst moves in many classes. Both sb and pp needs a range increase in my opinion, if we want them as viable weapons, not sidekicks.

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Posted by: Reikou.7068

Reikou.7068

I don’t know if it needs damage so much as it needs faster projectile speeds.

Reikou/Reira/Iroha/Sengiku/Rinoka/Kuruse/Sakuho/Kinae/Yuzusa/Kikurin/Otoha/Hasue/Mioko
https://www.youtube.com/AilesDeLumiere
http://www.twitch.tv/ailesdelumiere

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Posted by: Loboling.5293

Loboling.5293

I would love to see some higher damage on shortbow, not too much, but something, its super weak in damage.

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Posted by: Vermil.8172

Vermil.8172

I strongly believe that SB has the potential to turn into a decent DoT option for thieves.

What I would like to see:

- Trick Shot also apply 1 stack of bleed every time it hits a target. The first hit is a 4 seconds bleed, second a 5 seconds bleed, third a 6 second bleed. Surprise shot from stealth also deals 5 seconds of bleed.

- Disabling Shot could also deal 4 seconds of torment on each hits, added to the existing crippling.

- Choking gas needs a increased duration to 6-8 seconds. Still pulse each seconds.

I believe these are slight change that would increase the damage and open the door to condition builds.

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Posted by: saerni.2584

saerni.2584

I would like to see:

Trick Shot — Same.

Surprise Attack — This skill needs more damage, personally it should apply torment (like if shot in the leg). Really this ability just needs more damage because what is the point of getting into stealth to attack with an ability that probably won’t slow them down too much or hurt at all?

Cluster Bomb/Detonate Cluster — I think the “bomb” should be focused on big power damage and the cluster aspect should be more condition focused. I would significantly increase the base damage on the single bomb and add more stacks of bleeding or bleeding duration to the cluster attack. I might also add bonus damage to the single bomb if it hits at longer range (punishes people who are bad at evading slow attacks).

Disabling Shot — Needs to disable in some way besides cripple. Vulnerability or weakness come to mind.

Choking Gas — This should apply small amount of poison initially and then subsequently in larger amounts. The duration should also be increased. Field duration needs to be 5 or 6 seconds. Each tick should increase additional duration by 1 second. 1st tick = 1 second, 2nd tick 2 seconds, etc. Total duration if fully applied = 15 seconds of poison assuming 5 ticks.

Infiltrator’s Arrow: Same.

Northern Shiverpeaks (NSP)
Thief (Daredevil)
Commandant of Pistol-Dagger and Apex Predator

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Posted by: Orpheal.8263

Orpheal.8263

@Asrat:

The Boon Removal Effect wouldn’t be bad, as it would trigger only from bounced arrows that hit you twic,e thus it punishs only players with BAD POSITIONING that stack permanently to nearby allies. The SB Auto attack needs to become a Anti-Stackign Weapon, this is also why it has a boncung effct to hit multiple targets that stand near to each other to bring peopel to the point that they move away from each other if they want tp prevent your AA to bounce from them to their allies.
But in my opinion the bouncing damage alone isn’t punishing enough to force peopel on looking more on their positioning and stop stacking – if there would be a Boon Removal Effect from bounced arrows, this would be definetely then punishing enough for bad positioning and force people more to stop stacking.

The Short Bow is a Support Weapon in many people’s eyes, then it should also provide Group Support and Boon Stealing is one of the Thieves strongest unique gameplay benchmarks that need to get improved, because it is actually Group Support that would make the Thief Class for Groups alot more useful in Combat and for why for example one would take a thief over an Elementalist for example into the Group, cause the Elementalist cannot remove Boons and not use the stolen Bons to either buff themself with or maybe other Group Members, while weakening at the same time the foe.

Ricochet is one of the most wanted Thief Traits, that many Thief players want to see back, because it actually made especially playing with Pistols alot more fun and dangerous, especially in small places where enemy have not much space to evade attacks andwhere chances are greater, that your attacks bounce more oftenly and hit many foes.
I don’t know how long you are already playing GW2, but I play it nearly sincee Release Date to know, that this kind of trait already existed for a long time in this game, until it goe removed due to the various trait System changes over the last years.
So to suggest addign such a effect back into the game surely isn’t something “horrible”, when it already basically existed in a very similar way in the game, just without my suggested additional effects that would add greatly group support and self defense options through the increased weapon range to the thief back, so that the thief becomes finally again a viable option for defensive gameplay in WvW when fighting on a higher position than your foes.

I also dont want this weaponset to be turned into a condi set.

God in hell, please OPEN YOUR EYES, before you write nonsense like this, because the SB ALREADY IS A CONDI WEAPON with 4 of its 5 skills dealing conditions (Bleeding, Poison, Cripple, Blindness) (with shadow shot even one more, immobilize, add condition sigils to your short bow and fitting traits and you can make even more condition spam, especially when combined with the DD’s dodge condi spam that adds even more condis on top of that)

And I suggest when it is already a Condi Weapon, then Anet can turn it also directly into a true and more powerful Condit Weapon with EXPLOSIONS (FIRE!! HELLO!!! Explosions set things on fire and destroy things, so cause vulnerability due to destroyed equipment…) Bleeding is nonsense here.
We don’t shoot Shrapnel Bombs, we shoot Cluster Bombs that cause explosions of fire, not explosions of nails, glass and sharp metal shards that could cause bleedings…

Oh and the next time when you stand in a cloud of choking gas, I want to see you how you do something without getting interrupted in what you do, because of massively having to catch for your breath!!
So don’t tell me a Choking Gas not doing a small daze wouldn’t be logical.
Look at the skills from a logical viewpointt and not from a rational viewpoint, then you should realize that my suggestions try to aim at what these skills should do from a logical viewpoint by their names, their visual effects and so on and not by what and how they should work out of a rational viewpoint, because stuff like “Bleedings” would be weaker than burning and thus not so OP in your opinion maybe.

I changed Choking Gas and its effect to Torment, because the intention of Choking Gas is it to work as a Crowd Controler.
You want to force with a skill like this, that your enemy needs to reposition hisself to an other location and you want that to be a punishing move, so that the enemy needs to make a decision.. stay in the AoE and take the pulsing conditions.. or move out of the AoE and take the increased damage from Torment while moving and avoid this way eating more condition stacks over time.
The small daze from the initial hit is just there for more realism and to give Choking Gas a litte participation effect for supporting the group to bring down Break Bars from enemies to zero.
Heck, the Thief even has already a spamable daze, so what the hell are you even complaining about, when you can run any time into an offhand pistol using thief already that can spam you full with head shots that daze you.

Additionally if you would have read my suggestion more carefully, then you would have realized, that I don’t want Torment to completely replace Poison.
The Poison Effect would be still there, but with my change as passive pulsing effect that you take over time when you decide to stay in the AoE longer than 2 seconds, instead of moving out and taking the higher damage from the initial Torment you get from the initial dazing hit of CG.

Don’t make over “several seconds” such a drama, if you use Disablign Shot right now, you avoid all incoming attacks already for a felt like 2 seconds..heck you can spam it even and increase this way your evadign time as long you dont run out of initiative.
The forced backbard step is just obsolete, the skill would be simply better, if we prform the attack and auto evade manwhile over the course of the animation to the point until the attack hits over roughly the same time all incoming hits.
Removing this silly jump back effect would solve also some kind of rubberbanding issues this skill had – once and for all.
If the skill would receive a better and more smooth designed animation, that would be great.
It isn’t so as if I suggested here that you should be able to auto evade over like 5 seconds or so from one usage of this skill all incoming hits, thats not what I meant by “several”. With it I meant a range between maximum 2-3 seconds in regard of how long the changed skill animation might take, but rather 2 than 3.
—-

Wasting dodges just to activate traps is not good thief design, Thieves need to negate traps without that you are forced to waste your Dodges for that.
They need to receive a trait, that enables them to detect and deactivate traps, without that you need to waste dodge rolls for that.
Remember GW1, even there we were able to deactivate traps without having to make stupid dodge rolls over them just by pressing a button to deativate them when standign nearby after having detected them first.

A Thief should be able to swiftly and elegantly run over detected traps, without that he activates them, so that this skilled thief can negate the drap by pressing the pop up button when standign in near of a trao, so that they can remove the trap effect from the field so that nearby allies can’t get damage from them anymore.

I don’t get it, why people always want to have such pointless and super uncomfortable mechanics as solutions, when there exist better and more comfortable solutions that don’t force you to waste something that you need rather for combat to survive in melee battles, especially when these more comfortable solutions would fit much bette to the theme and style of the whole class of being the expert trap disabler.
There is no other class, except maybe the ranger, which should be an expert in removing traps from the battlefields. Both classes, but especially the Thief as infiltrator and treasure hunter should be this games most effective trap remover, without having to use uncomfortable ways like making wasted dodge rolls over traps.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Doggie.3184

Doggie.3184

They could always unnerf SB4 since the poison rework doesn’t allow 2+min duration poison anymore

Cluster Bomb still needs it’s speed increased so that it can allow you to spend your ini bar from range like Choking Gas is able to, and actually have physics that make sense.

Torment or any damaging Condition on AA would be nice for Condi builds since it’s a hybrid weapon with a currently useless AA for condi so you don’t do much damage without Ini.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

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Posted by: Asrat.2645

Asrat.2645

You want to add a daze to a spammable, ranged, poison aoe because it ‘makes sense’?

‘Hundred Blades: This skill’s number of attacks has been increased to 100 to properly match its name.’

This is exactly the kind of thinking that led us to the current powercreep in the first place.

Anyways shortbow is not a condition weapon set. The posion is mostly used for the healing modifier, the bleed is just some bonus damage. None of them are strong enough to make up for the power-based AA or the direct damage of cluster bomb.
Just like most of our weaponsets the shortbow tries to be a hybrid and fails patheticly.
The boon strip might be nice on paper as an ‘anti stacking set’ but you cant truly believe it would work the way you imagine.
I also dont think it is a good idea to give us many strong tools to participate in teamfights. Its simply not our job. We stalk them and single targets out when they become weak, but we dont actually fight and thats good how it is.
I have a huge problem with burning in general. Its always used for ‘burst’ purpose.
However conditions shouldnt be ‘burst’ conditions should be ‘dot’ And utilizing short time burn durations to improve power based attacks on a condi build (like burning arrows or dhuumfire) is even worse design.
The evade frame of disabling shot is 0,5 seconds and that is quite sufficient.
I would like to have the range increased to get a better gap opener for a ranged set, but even more they need to rework the clunkiness of this skill and in fact basically all backwards evades. Debilitating arc suffers from the same issues.
If those got reworked to run smoothly it would be a huge improvement.
Finally: So you still say ‘I want to completely disable 3 sets of utility skills because I dont like them and it would make more sense if we could detect them’?
Traps already have loads of counterplay, I dont get why you want to remove them from the game.
‘I dont want to waste a dodge on it’ Come on! Dodges are not the precious ressource they used to be. They are spammable. We can already disable 1-5 enemy skills entirely with one dodge, how much more do you want?

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Posted by: Tyr.6097

Tyr.6097

Faster projectile speed is all i want since launch.

Tyrs Klinge ~Thief~

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Posted by: Simonoly.4352

Simonoly.4352

The only buff I think it needs is to Surprise Shot. It needs to be more appealing so I think it should bounce and immobilise two targets.

Everything else is perfect.

Gandara

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Posted by: Kageseigi.2150

Kageseigi.2150

Dodges are not the precious ressource they used to be. They are spammable.

I do not understand :-(

Suggestions to overhaul the Thief…

* * * Thief Trait Shakeup * * *

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Posted by: Anvil.9230

Anvil.9230

According to me it’s one of the best utilitary of the game.

Its real power is more in the tactical options given to the player than in the Dps that it allows.

It’s so true that it’s rare to find a thief who doesn’t use it: the real challenge is to play without it.

(edited by Anvil.9230)

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

According to me it’s one of the best utilitary of the game.

Its real power is more in the tactical options given to the player than in the Dps that it allows.

It’s so true that it’s rare to find a thief who doesn’t use it: the real challenge is to play without it.

So tactical spamming your self with invalid path to target…… Jk

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Posted by: MadVisions.4529

MadVisions.4529

shortbow is the best weapon in the game \o/

it could use an aftercast rework like the other weaponstes. you sometimes end up queuing some skills accidently or unable to #3 in time couse of aftercast. sometimes your hero just autohits 1-2 more before starting the heal skill you are spamming for ages etc…

Edit: almost forgotten about that you could sell “valid path -tickets” in the gemstore. i would buy a stack/day

Shortbow needs more damage (or lower costs)

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Posted by: Azukas.1426

Azukas.1426

I would support to have cluster bomb’s PvP damage back to PvE damage. With today’s game it wouldn’t be OP at all.

Shortbow needs more damage (or lower costs)

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Posted by: cptaylor.2670

cptaylor.2670

Shortbow could be made easily alot better, if the following things would get added/changed about this weapon:

  • Change one of the range related Traits to “Ricochet”, so that Pistols gain again a way to bouncing bullets, while the shortbow could profit from this trait by gettign an additional effect on Trick Shot, like that Trick Shot can steal Boons if bounced arrows hit a target twice and let that trait increase also the range of Shortbows and Pistols back to 1200, so that both weapons can be used also again better in defensive situations from hogher positions, aka in WvW

Change Clusterbomb to a much more powerful Condition Spreader that makes SENSE BY ITS EFFECT. Bleeding makes absolutely no sense..you shoot Explosives that you can let detonate on demand, these explosions should cause BURNING & Vunlerability, so that the Thief gets also access by this skill exclusively to Burning, making this skill more effectful for Condition Spreading, especially when combined with sigils that can cause additional conditions on hit/criticals

Choking Gas should cause Torment instead and poison additionally foes only, if they stay in the aoes longer than 2 seconds to give this skill more crow control functionallity that lead to the point, that you force your enemy to move away from the spot where the AoE effect is. The initial hit should cause also for a half second Daze.. its freaking CHOKING GAS..if something like that doesn’t interupt your current actions, then this skill needs a RENAME…

The skill that lets you evade attacks should get removed the back jump effect and simply let the thief gain that auto evade effect after shooting for several seconds instead. And it should become a skill that grants you stealth for 3 seconds to give this weapon more stealth gameplay synergy for when you are short before changing to an other weapon set, like D/D for example so that you can use SB better for stealth synergy to prepare a burst attack when you are about to change your weapon.

Infiltrators arrow should get a nice side effect to give this skill a bit more utility for the position to where you move to, infiltrators arrow should get the ability to deativate TRAPS that are nearby to the ground target, so if you move with this skil lto a spot and an enemy trap was nearby, then this trap wont do damage to you anymore.
This way would become the SB of the thief finally a nice counter weapon against all these trappers lately that we have now due to the dragonhunter.
If there is a class, that should be able to negate traps, then it has to be logically the Thief!! Masters of the Shadows, which infiltrate locations and know exactly how to detect traps and how to negate them without receiving any harm… they should be the logical counter to any trapping build with SB’s help.

I don’t agree with the trap portion of it simply because I don’t really find them to be that big of an issue unless there are multiple dragonhunters. If nothing else, it’s always fun to have scorpion wire to pull them out of their traps before they have a chance to pull you into them.

But the burning damage instead of bleeding would be great, at least for my power thief. Having that higher burst condition would certainly be better than lower longer lasting bleeding damage.

And the stealth bonus definitely. Pistol Pistol at least had a combo field that had good synergy with bountiful dodge and granting stealth on the fly. I’m really surprised shortbow doesn’t at least have a similar combo field effect. Possibly laying down a poison field and then bountiful dodging out of it and gaining 3 seconds of stealth like you do with pistol pistol 5.

Projectile combo finishers really need a rework anyway I think. Maybe we can get a replacement for one of the two projectile finishers.

Shortbow needs more damage (or lower costs)

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Posted by: DeceiverX.8361

DeceiverX.8361

Maybe the shortbow is meant to be a mid-range utility weapon, designed not to be a killing/DPS weapon? I get people want some ranged damage love for what is now a very difficult game of huge ranged burst + passive defenses and CC, but it’s a very slippery slope for the thief to give them substantial damage on a ranged weapon. It’s why I believe if thief should get a rifle, it need not have burst and stealth accessibility attached to it.

I will say, Asrat, that shortbow condi does work nicely, but it’s mostly as a skirmish set. Potent Poison and building poison duration can get each tick to 3-4s, and multiple CG’s can be stacked for their pulses + projectile finishers. Detonated bomb is also 3 stacks of bleed, which on duration, can get reasonably high. It’s no crazy killer set, but it does work.

(edited by DeceiverX.8361)

Shortbow needs more damage (or lower costs)

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Posted by: Asrat.2645

Asrat.2645

Its certainly a nice support for a condi set, but its not a weapon you base a condi build on.