Having spent the majority of the past year in GW2 learning to play thief, mostly in pvp, I’ve tried to summarize why many people view Thieves to be under powered in comparison to other classes. It is my personal belief that the following points are the direct reasons as to why Thieves in PvP (and likely relates to WvW and PvE in a similar fashion) perform worse in general than other classes. Just a precursor before I continue: I do not know every build or every class well, so I chose to analyze class differences through traits and skills for comparison in the first part of this post.
Defensive boons and Mechanics
The first point I’d like to make has to do with trait, skill, and class mechanic access to certain boons and mechanics; this includes protection, retaliation, might stacking, stability, and invulnerability (both direct and full immunity) access. This summary of mechanics access excludes weapon skills, as this is a whole issue in itself for Thief.
Classes with access to protection directly: Every class but Thief
Classes with access to retaliation directly: Every class but Thief and Ranger
Classes with sustainable might stacking: Every class but Thief, Guardian*, and Mesmer*
Classes with access to full immunities: Guardian, Mesmer, and Elementalist
Classes with access to direct damage Immunity: All classes but Thief and Necromancer
Combined stability access (traits and skills): Warrior 5x, Mesmer 2x, Ranger 4x, Engineer 5x, Revenant 3x, Thief 1x, Necromancer 6x, Guardian 5x, Elementalist 6x
Conclusions:
Thief has no direct access to protection or retaliation. Thief has the worst access to stability and is forced into doing so through an elite skill on a 90 sec cooldown that is likely to get you killed; this skill also conflicts with the new DD mechanics being loaded into dodge skills. Thief has no viable way of might stacking without wasting all utility slots and giving up defensive cooldowns. Thief has no immunities, and have just recently recieved a single means of blocking that may be beneficial or may get you killed thanks to the way the skill works.
Before all you thief haters rageslam your keyboard saying that thieves have tons of stealth access, please think about the following. Revealead exists as a self regulating mechanic in combat and now several classes have means to reveal a stealthed player. Many of the classes that excel in pvp or at the very least in conquest (the majority of pvp) have high point contention and multiple ground targeted aoe’s that will rip apart any stealthed player. The shadow arts and acrobatics line of traits have been continuously nerfed since release in terms of a Thieves defensive buffs when using stealth; most notably less and less useful condi clear, a huge nerf to damage reduction while in stealth 50% down to 25%, and normally no way to access the +50% movement speed in stealth because devs enforce this must be in the acrobatics line (a line that has since been gutted to make way for the DD traitline). In general when I find myself trying to stealth for defensive reasons, 50% of the time I’m spammed to death by auto attacks and or aoe spells in both 1v1s and group fights. In sPvP I find stealth to be a very poor defensive mechanic, and find it far more useful for offensive purposes.
Now where does this leave Thief?
- Worst boon access in the game; no viable celestial build, but I don’t mind as I believe celestial might stacking builds are a plague and cause meta stagnation within GW2 pvp.
- Smallest HP pool (alongside guardian and ele) with medium armor and no protection access which allows for huge damage mitigation; effectively the weakest stat based class in terms of defense.
- Worst passive/active defensive mechanics; bad dodges punish the player while every other class with immunities and good defensive mechanic access can just pop skills and make up for mistakes. Meanwhile a Thief player is punished and often one shot when a mistake is made.
- Hybrid weapon sets that function best 9/10 for power based builds, leading to no truly viable condi build for pvp. Another contributing factor is bleed and poison are the main condis a thief can apply, both of which are the poorest scaling conditions (I exclude confusion and agony as they have passive and active dmg which in turn make them more useful than bleeding and posion in terms of straight damage). There is also little access to more than 3 condis at a time, making any players condi clear extremely effective at shutting down condi Thieves. Strong condi builds generally have access to burning, which imo needs to be put in line with other conditions in terms of damage. Venoms leave you with no defensive skills if you want more condition access. The list really just goes on and on for this part…
- Worst passive aoe and ranged aoe in the game. With the removal of ricochet and the nerfs to choking gas, there are no means to safe ranged aoe damage in pvp for a Thief. Thieves are also outranged by almost every classes when it comes to ranged combat.
- Initiative. There are a lot of benefits and drawbacks to a resource managed class. My biggest issue with this is that this severely limits the potential of certain skills due to the possible nature of spamming them if you have the initiative; some notable skills here include body shot, choking gas, headshot, and pistol whip, all of which have severe drawbacks in terms of damage or negative effects such as the root on pistol whip (meanwhile mesmer gets a secondary effect of being invulnerable…). On the flip side initiative allows thieves to be incredibly bursty in perfect scenarios. A system such as initiative is honestly a very delicate one, and I’ll admit it is far from easy to balance being so far in to a developed and functional game.
- Useless utility skill categories. I find signets, traps and venoms to be almost useless in pvp. Most signet active effects are very poor and are often outweighed by similar trick and deception skills. Linear traps are much harder to use than Ranger and DH counterparts, they offer no real damage outside of the ambush trap (trapper trait for might is outweighed by a power based build that needs mobility, stun break, and condi clear to surive), and don’t really provide a secondary bonus unless traited. Venoms are bad, and in all honesty they need a redesign as do the traits relating to them (I will expand upon this later in this thread). Utilities such as this and Thieves innate lack of defensive boons/immunities shoe horn players into rolling 3/3 stunbreaks, mobility, and condi clear utilities.
Now, if you’ve made it through the post so far, I hope you can begin to see as to why Thieves really have a lot of core class issues and also why the sheer number of them make it incredibly hard for devs to actually change much without a huge redesign. What can we make of all this, and what can I/we personally suggest?
Short term/simple general solutions:
- Grant trait or skill access to defensive boons
- Ranged weapon buffs to improve aoe damage through traits or base weapon
- Increase base HP to be inline with other medium armor classes
- Add secondary functionality that is universal for Thieves of any spec to Traps and Venoms; i.e. stun breaks, boons and so on (that are strictly not through traits, as the current traits that grant might on traps/signets/venoms are always left in the dust for another, better trait or traitline).
Long term/Large redesign solutions:
- Redesign venoms* (see explanation in the next section)
- Major overhaul of Acrobatics, Shadow arts, and Critical strikes lines to accommodate possible skill and weapon redesigns as well as better functionality over; removal of useless traits such as guarded initiation, trap mastery, might on signet activate etc…
- Redesign/modify weapon sets to create a more definitive weapon set for condition based builds.
- Redesign of traitlines for a form of self might stacking like other classes, or remove the ridiculous amount of self might stacking classes such as engineer, necro, ele, and ranger can apply. CELESTIAL BUILDS ARE THE PLAGUE OF PVP, why else do you think we see these classes performing best in general in pvp.
- Remove/redesign duplicate traits. Specfically Deadly Trapper, Signets of Power, and Leeching Venoms. Seriously Anet?! Three traits that do the same exact thing, and 3 traits that are never taken in pvp, pve, or wvw because Thieves are shoehorned into 3/3 defensive utility skills the majority of the time.
- Remove Celestial amulet from sPvP thumbs up; for the sake of role differentiation and promoting a more healthy style of pvp in conquest mode.
Specific changes/suggestions
- Venoms and Shadow Arts Traits. First off, basilisk venom is not worth an elite utility slot when venoms can be consumed on dodge/blind and due to the nature of hitting with multiple attacks at the same time, be consumed back to back for a minimized duration. It is also not worth an elite utility slot and cast time when necromancers chilled to the bone exists; base cc, dmg, and chill… Make it a single stack and increase the stone duration to 2-3 seconds flat.
Again I ask why is it that that venoms are consumed on a dodged or blinded attack when logically you aren’t actually hitting your enemy? Venoms should only be consumed on connecting an attack or when hitting an opponent that is blocking, not under any other circumstances.
Venoms desperately need secondary affects as with Thieves current lack of defensive boons and immunities, will almost always slot a trick or deception skill over a venom out of necessity. A viable means of accomplishing this could be by replacing the Venomous Aura trait with a new trait such as “Mutated Injection”.
Mutated Injection – “Flavor text here about being continuously exposed to venoms and so on…” The Thief also injects the activated venom granting might (moving the might from Leeching venoms trait to the new grandmaster) and secondary effects to the thief; here devs could decide which buffs best fits with each venom: cc break, quickness, protection, regen and so on for each individual venom.
To still make use of Leeching Venoms and Venomous Aura, the two traits could be combined into a new trait that still provides the aura and life leech without granting might as a master level trait.
That’s all for now folks, please leave your comments, opinions and suggestions.
(edited by AegisFLCL.7623)