(edited by crouze.3078)
Suggestions of players in leaked patch notes
also add if no target then teleports you in that direction you are facing 1200 range.
also add if no target then teleports you in that direction you are facing 1200 range.
Dont see anything like that in the leaked patch notes.
let’s see what happens tomorrow can’t wait !
Not thief related, but suggested by other players:
- remove the knockback from rocketboots
- add a 1 sec delay between temporal curtain and the pull
Increase FS overall initiative cost: https://forum-en.gw2archive.eu/forum/professions/thief/Flanking-Strike-was-definitely-overbuffed/first#post2090963
Death Nova deals damage: https://forum-en.gw2archive.eu/forum/professions/necromancer/Death-Nova-should-deal-damage/first
There are several suggestion taken by users if those patch notes are real.
I’m pretty sure that the reduced aftercast of Body Shot was suggested too.
Those ‘leaked patch notes’ smack of fake all over them, as a Adventurer profession advocate all the changes are just too good to be true with a added flavor of what’s already been stated as changing to make it look convincing.
For example; Steal on a base 35 second cooldown, with a possible 30% cooldown reduction from 30 points in Thievery means it’s down to 24.5 seconds already, with a added 20% off, means at the very least is just shy of 19/20 seconds per Steal, which is quite frankly ridiculous with the other synergies already in place, like Stealing gives you Stealth and Stealth ‘skills’ gives you 2 initiative.
Or the flat 14% damage increase on the Ranger Short Bow skills along with finally fixing the Longbow arrow flight speeds, not to mention sorting out the horrible self-cc’ing Rocket Boots and Jump Shot animations for the Engineer, as well as making the Rifle power builds even stronger (as a current user I would LOVE that).
All of these changes, and I’m sure many others I haven’t addressed are either too good to be true or something that only extends the already in place imbalance to even greater lengths.
If these changes come to light, the discontent players have with Thieves will only increase, and as much as well like killing these ‘newbs’ we don’t want more kittening on the forums about how overpowered or ‘broken’ we are.
What horrifies me even more is that people actually want changes like these.
For example; Steal on a base 35 second cooldown, with a possible 30% cooldown reduction from 30 points in Thievery means it’s down to 24.5 seconds already, with a added 20% off, means at the very least is just shy of 19/20 seconds per Steal.
You should know the basics before saying something.
30 Points in Thievery dont give you a 30% cooldown reduction. Its an increased recharge rate… resulting in
without GM trait: 35s / 1.3 = 26.9s
with GM trait: 35s / 1.3 * 0.8s = 21.5s
old value: 45 sec /1.3 = 34.6s
(edited by crouze.3078)
It was early for me when I posted that so thanks for the clarification, but even with 2 seconds difference my opinion doesn’t change. Thieves have enough access to stealth, daze and steal, it’s very debatable whether or not they need to be toned down (go and flame away, I won’t back down and I’ll continue to stand for what I believe), not further improve upon an already ‘well oiled’ mechanic.
Steal was a well oiled mechanic? Lol such a powerful mechanic steal is, that 900 range bro.
how about changing it to 20 sec cooldown but make it melee? xD
how about changing it to 20 sec cooldown but make it melee? xD
no that’s terrible
that was a joke, sry
maybe i should edit it before anet uses another idea i posted in the forum xD
17.5 secs total recharge time on steal. 30% +20% = 50% and .50 × 35 = 17.5 . unless its not cumulative % and its singularly decreased so then it would be .8(35x .7) =19.6.
however since the changes are not done in succession it would be 17.5 secs. or each 1 point in the trickery line would give 1% successively and then another 1% then another 1%. doesnt work like that. it is cumulative then deduces from there.
that was a joke, sry
maybe i should edit it before anet uses another idea i posted in the forum xD
^
You are already too late, “20 sec cooldown but make it melee” has already in the top priority list to improve Thief. Anet said thanks you.
17.5 secs total recharge time on steal. 30% +20% = 50% and .50 × 35 = 17.5 . unless its not cumulative % and its singularly decreased so then it would be .8(35x .7) =19.6.
however since the changes are not done in succession it would be 17.5 secs. or each 1 point in the trickery line would give 1% successively and then another 1% then another 1%. doesnt work like that. it is cumulative then deduces from there.
30points in Trickery or any of the same in most classes, does NOT reduce 30% CD. You can go test it now if you don’t believe it.
Steal was a well oiled mechanic? Lol such a powerful mechanic steal is, that 900 range bro.
Steal is such, granting you a extra variable in a fight against your opponent to throw them off guard, plus the fact you can trait it for many different things, such as applying conditions, stealing boons, gaining boons, gaining stealth, gaining initiative and dealing damage which can cause other effects to trigger like sigils and such. All of that on top of a unstoppable gap closer unless the thief is dumb enough to stand inside a hard CC field or is somehow caught by a different hard CC, not forgetting shadowstep utility and the multitude of other stunbreakers.
Even better if the changes come to light (which sadly is looking like they are) now you can trait it for extra range, put another daze on it and use it every 22 seconds or whatever.
Yeah, pretty kitten strong if you ask me.
Maybe ANet is using player suggestions, or maybe players have just managed to throw enough multitudes of darts at the dartboard that they finally hit a bulls-eye once or twice.
It’s pretty obvious, and nobody’s impressed.
Steal was a well oiled mechanic? Lol such a powerful mechanic steal is, that 900 range bro.
Steal is such, granting you a extra variable in a fight against your opponent to throw them off guard, plus the fact you can trait it for many different things, such as applying conditions, stealing boons, gaining boons, gaining stealth, gaining initiative and dealing damage which can cause other effects to trigger like sigils and such. All of that on top of a unstoppable gap closer unless the thief is dumb enough to stand inside a hard CC field or is somehow caught by a different hard CC, not forgetting shadowstep utility and the multitude of other stunbreakers.
Even better if the changes come to light (which sadly is looking like they are) now you can trait it for extra range, put another daze on it and use it every 22 seconds or whatever.
Yeah, pretty kitten strong if you ask me.
Yeah and by speccing into all of those you kitten yourself in all other areas.
Most of the steal skills suck except for a select few. Its a pretty mediocre mechanic.
Now mesmer mechanics… those are strong. That invul, that AoE Daze, that Confusion stacking, and ultimately that instant burst damage.
Please sir, take my steal.
After the patch, maybe something nice can come out of it, good move by Anet imo.