https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
I have some suggestions for the thief class.
Signet of Agility: Increase condi removal to 2, decrease endurance regen to 50%. This would help out non SA thieves while keeping S/D acro thieves in check.
Assassin’s Equilibrium: Gain protection (or vigor/ whichever) when attacking out of stealth. This trati is pretty much useless, give us something that will actually help us.
Dagger storm: More reliable hits, decrease cooldown to X (75?)
Shadowstep: Clear condis on first shadowstep, so you don’t have to waste both shadowsteps just to cure conditions.
Last Refuge: Swap with Shadow’s Embrace.
Death Blossom: Stack vuln instead of bleed, scale better with power for AoE damage, increase reliability of evade.
Dancing Dagger: Increase projectile speed.
Discuss
Yes, I like all of this tbh. Only downside is the amount of people who will complain about us being op. Then we will get nerfed again. Favorite one is the swap with shadows embrace and last refuge, if only 1 of these comes out I hope that’s it.
I wants this change to deathBloosm…..
they will never buff anything, it is tradition in gw2 that every balance patch they nerf thieves~
the only thing they ever buff is something worthless from design that nobody will use even after buff
signet isn’t bad issuestion i guess, some evade spammers would be kittened off tho
AE will be still junk~
DS 75 sec is too short i think, faster cast time would be more usefull imo
i would say shs should clear 1 condi on first step and as usuall after second use otherwise it would make shs tooooo good
they will never make shadow embrace a minor trait, people are already crying rivers that it is not in GM
i think death bloom is just terrible from begin with, animation too long, dmg is bad, costs too high… invul stacks won’t help there
tbh given the current meta i wish we had more boon removal and might would be high on priority list and not last :/
I’d like assassin’s equilibrium to grant 1 second of stability at the beginning of a dodge roll. Optionally it could also increase the movement distance of the dodge roll by 50% (making it 450). This would allow for better repositioning and be useful against wards /walls.
SoA doesn’t need the endurance regen bumped down, but it certainly could use the number of conditions removed bumped up by 1.
DB doesn’t need the bleeds changed, but it definitely needs a rework of the pre/post cast and the evade frames.
DD could definitely use a projectile speed buff.
The rest I’m neutral on or don’t think they need a change.
I have some suggestions for the thief class.
Signet of Agility: Increase condi removal to 2, decrease endurance regen to 50%. This would help out non SA thieves while keeping S/D acro thieves in check.
Assassin’s Equilibrium: Gain protection (or vigor/ whichever) when attacking out of stealth. This trati is pretty much useless, give us something that will actually help us.
Dagger storm: More reliable hits, decrease cooldown to X (75?)
Shadowstep: Clear condis on first shadowstep, so you don’t have to waste both shadowsteps just to cure conditions.
Last Refuge: Swap with Shadow’s Embrace.
Death Blossom: Stack vuln instead of bleed, scale better with power for AoE damage, increase reliability of evade.
Dancing Dagger: Increase projectile speed.
Discuss
I like all of it.
- Dagger Storm is good but the CD is just makes it less reliable than B. Venom.
- This “swap” you are talking about, althought i really agree because it would help every thief in terms of survivability, I would be surprised if Anet lets us have this huge benefit.
- Death Blossom. you found the answer. Vulnerability & Weakness instead of bleed stacks, simply because thieves who deal conditions damage just have pistols.
- The Shadowstep, just like the “swap” is kind of pushing it I think. I am not saying i don’t like. im just thinking in terms of feasability.
- Signet Of Agility :really smart. I like
In order of priority, I would like to see the following the most:
- the " Swap" Last Refuge vs Shadow Embrace
- Death Blossom
- Dagger Storm
- Dancing Daggers
- Shadowstep
- kitten Equilibrium.
Anet Listen to us! It’s the holiday season!
The Thief needs more changes than this.
This are all just only minor tweaks, which would still let the Thif make no usage of all if their potential, which lets them still get become total cripples, when they go into water compared to all other classes, that lose none of their combat effectiveness there so massively, like us thieves.
We got until now with every patch only significantly nerfed and got changed positively just always only things nobody has ever asked about, while the improvements wer nice to get, they were still too weak, because venoms are under their current design still worthless crap mostly, same as the thief traps. Stealing is a joke under its current design and should be a much more build indepentent automatic feature of the thief, because thiefs steal always, when theres a chance, not time based when a silyl ridiculous recharge time allows them to do so.
Thiefs need to become also much better in boon stealing, thats their metier, where they are special in and where the sense in this class lies in, to keep all those heavy boon reliant builds in check as a counter build, like those annoying bunker builds, cele eles.
Alot of our traits and utility skills need merges to become more useful, which would give Anet also the change to fill the created gaps with new interesting traits and utility skilsl to give the thief some more build diversity and options, that should be also usable under water, so that we don’t get anymore crippled down by half of our skills once we just touch the water like scaredy cats that are afraid of it.
Simple example some more meanign ful changes that should happen:
Steal: Thiefs receive now when traited instead of 1 maximum 3 Steal Slots for Steal Skills, 2 is the new default. Stealing self gets changed into an automatism, that the thief will do automatically by chance as long he has a free Steal Slot, when attacking a Foe. When attacking with ranged attacks, the Steal is combined with a Shadow Step to the foe
Venoms: Get all removed as Utilities, Elite and Healign SKill and get redesigned into F2-4 Skills that when you use them, directly affect all of the Thieves Weapon Skills with their varios Poison Effects to change the Weapon Skills of the Thief, making Thiefs this way more unpredictable and giving them more tactical options in combat.
This would give ANet the chance to give the thief 4 more useful new Utility , 1 more useful Healign Skill and 1 more useful Elite Skill
Utilities that should get merged:
Signet of Shadows + Blinding Powder
Infiltrators Signet + Shadow Step
Ambush + Caltrops
Shadow Refuge + Smoke Screen
if these would get merged together, the thief would be alot much more fun to play, plus there would be the chance to give the thief another 4 alot more interestign and useful new utility skills that should be also useable under water, so that we don’t get crippled so much. Utility skills, that allow the thief also to get under water stealth especially because without this, the class is under water like a fish out of water presented on the silver platter for everyone and the class needs stealth to survive therefore too much
I’d like assassin’s equilibrium to grant 1 second of stability at the beginning of a dodge roll. Optionally it could also increase the movement distance of the dodge roll by 50% (making it 450). This would allow for better repositioning and be useful against wards /walls.
SoA doesn’t need the endurance regen bumped down, but it certainly could use the number of conditions removed bumped up by 1.
DB doesn’t need the bleeds changed, but it definitely needs a rework of the pre/post cast and the evade frames.
DD could definitely use a projectile speed buff.
The rest I’m neutral on or don’t think they need a change.
I like your assassin’s equilibrium idea. With SoA I feel that full endurance regen and 2 condis would be a bit much, and would put S/D Acro thieves too over the top, which is why I suggested bumping it down to 50%. But anything can be tested, of course, and it’s ultimately Anet’s decision.
The reason I suggested DB change for vuln instead of bleed is because it’s the only condi ability in a full power set. There are clues, however, that D/D should be hybrid, but we currently do not have the proper capabilities to be a viable hybrid. Celestial might work, but our overall damage output would be better if we just stuck to power or condi. So if it were to stay as bleeds, we would need better hybrid capabilities.
I’d like to add 3s revealed to spvp and color coded revealed debuffs.
I’d like assassin’s equilibrium to grant 1 second of stability at the beginning of a dodge roll. Optionally it could also increase the movement distance of the dodge roll by 50% (making it 450). This would allow for better repositioning and be useful against wards /walls.
SoA doesn’t need the endurance regen bumped down, but it certainly could use the number of conditions removed bumped up by 1.
DB doesn’t need the bleeds changed, but it definitely needs a rework of the pre/post cast and the evade frames.
DD could definitely use a projectile speed buff.
The rest I’m neutral on or don’t think they need a change.
I like your assassin’s equilibrium idea. With SoA I feel that full endurance regen and 2 condis would be a bit much, and would put S/D Acro thieves too over the top, which is why I suggested bumping it down to 50%. But anything can be tested, of course, and it’s ultimately Anet’s decision.
The reason I suggested DB change for vuln instead of bleed is because it’s the only condi ability in a full power set. There are clues, however, that D/D should be hybrid, but we currently do not have the proper capabilities to be a viable hybrid. Celestial might work, but our overall damage output would be better if we just stuck to power or condi. So if it were to stay as bleeds, we would need better hybrid capabilities.
On S/D, it might be a little bit over the top, but S/D already has plenty of evades and condi cleanses, but I wouldn’t recommend limiting SoA because of one weapon set. I use it on D/D which neither has access to good weapon evades or condi clears which it would be quite balanced on, especially compared to similar signets
http://wiki.guildwars2.com/wiki/Signet_of_Stamina
http://wiki.guildwars2.com/wiki/Signet_of_Renewal
http://wiki.guildwars2.com/wiki/Plague_Signet
Yes those above have different upsides and downsides, but they affect all conditions on activation, so balancing SoA around 2 condis and a full endurance bar (which probably won’t line up most of the time) doesn’t seem too far out of line.
I don’t think D/D is meant to be a hybrid because the non-condi skills don’t have high enough coefficients. Poison is a utility condition to kill healing and that’s the only other damaging condition on the setup. We should just leave bleeds on the skill for the people still using LDB unicorn builds. The utility of the evades should make it strong enough to be used in a power set.
Shadow Embrace swapped to Last refuge? That would be an extremely imbalanced buff. Despite how much I hate Last Refuge, there’s no way I’d accept a change like this.
Shadow Embrace swapped to Last refuge? That would be an extremely imbalanced buff. Despite how much I hate Last Refuge, there’s no way I’d accept a change like this.
I can see why you’d say that. Honestly I’m fine with anything that fixes, replaces, or removes last refuge. This was just one suggestion.
A suggestion from a very new player. Playing D/D. (from a D/D point of view)
ArenaNet Need to have a clear focus on what they believe the thief should be. At the moment in PvP the thief is lacking.
For the amount of burst (or rather lack there of) the Thief is way to squishy. Why would you nerf the DPS to the ground but not increase the health or protections. Evasion is not an excuse as it does not mitigate damage if you do get hit and requires a lot more skill than any other class to play.
From what I’ve played the AoE rules the points. So why have high DPS AoE classes and a mid range DPS skill based Melee with very little health pool if wanting to go DPS.
From what I read on here it’s mostly due to people complaining about how Thief used to be to good. ATM the thief is bad. It cannot sustain DPS like Warrior and tank incoming damage yet does roughly the same DPS.
What was Arena Net thinking?
Suggestion. Increase base protections or increase crit damage. Not base damage but crit damage. As it does require skill to land back stabs. The actual scaling of the crit damage needs to be increased relative to the “squishyness” of Thief.
I’d like assassin’s equilibrium to grant 1 second of stability at the beginning of a dodge roll. Optionally it could also increase the movement distance of the dodge roll by 50% (making it 450). This would allow for better repositioning and be useful against wards /walls.
SoA doesn’t need the endurance regen bumped down, but it certainly could use the number of conditions removed bumped up by 1.
DB doesn’t need the bleeds changed, but it definitely needs a rework of the pre/post cast and the evade frames.
DD could definitely use a projectile speed buff.
The rest I’m neutral on or don’t think they need a change.
I agree with you here, especially on DB. The only reason why it isn’t used by anything other than condition is because of the low evasion frame (and the high burst capabilities of CnD and BS). Fix the evasion frame, meaning make it longer and start earlier, and the skill will become better for all.
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