Credit goes to the leader of [Teef] for writing this thread.
As we all know, many profession have a place in pvp save warrior and thief. Both have been pushed out of the meta and are lying at the wayside. At this point, I believe reverting some of the nerfs made 2-3 years ago would be the simplest way to put them back into the meta (and undo some of the damage >:c).
Now I cannot speak for warrior. I played with one for 20 levels before deeming it boring. In which case I recommend some knowledgeable warrior write a thread like this for their profession. As for thieves, I expect this thread to get seasoned thieves in the mindset of asking for reversions as I believe it is a healthy direction to aim for for the profession.
As for the fresh meat that cannot get enough of the thief, this thread serves as a glimpse of what thief was and could still be if it wasn’t gutted. These will not be in chronological order btw. Onto the nerfs.
This was the time where we lost the instant-cast non-stun-breaking ability of Sword 2’s Shadow Return and more than half of our initiative gain capabilities.
Took a damage nerf and thresholds were changed from 100%/66%/33% to 100%/50%/25%.
Pistol Whip and Basi Venom Nerf
Pistol Whip had it’s damage reduces while Basi became a breakable stun.
Most of the changes were bug fixes but the highlights here were Assassin’s Signet’s Active providing a single hit 50% more damage and a buff where Flanking Strike (S/D) was unblockable. Flanking Strike also was not split into two attacks where the second attack is required to hit to gain access to the second attack, like it is now.
Dancing Dagger damage reduced by half. Also a few skills had damage reductions in pvp only. :c
Venoms used to not lose a charge when an attack was negated. They do now!
Lost the ability to stack stealth on walls in WvW.
Fun Fact: Did you know Trick Shot used to be heat seeking? Smoke screen also destroyed unblockable missiles. :c
No more infinite range for returning.
Mostly initiative cost increases, range decreases and other ineffective decisions. Shadow Trap gets a maximum duration of 2 minutes the next patch.
Other miscellaneous things you’ll not find in patch notes (ninja nerfs yay):
- Caltrops precast used to be 1/2s with the same animation as Blinding Tuft.
- Daggerstorm’s daggers used to be as deadly as pre-nerf Dancing Dagger and the amount of daggers thrown were around 3x as much as it does now. Players anywhere near you would have gotten hit multiple times, but now there are instances where nobody gets hit at all.
- Backstab had an overall damage reduction. There is no record of the change but there were many reports of it’s damage being reduced from 20k hits to around 12k, probably due to various nerfs that allowed thieves to attain such high damage like Assassin’s Signet. With the bunker metas, that damage dropped to ~6k and eventually lost favor.
- Shortbow got gutted. Not only was the overall range reduced from 1200 to 900 but 3 of the skills got destroyed. Disabling Shot had it’s evasion range and duration cut in half. Choking Gas used to not deal damage and the poison applied was much longer per pulse than what it is now. Then and Now. And Infiltrator’s Arrow started sucking with anet introduced pathing limitations.
If there are any others I’ve missed, please contribute.
Personally, the only nerf I thought was needed was the damage to Daggerstorm. It used to be the only Elite anyone would take specifically because it would kill anyone nearby. The daggers were numerous and powerful and could kill a small group like nothing. Example. Nowadays I have second thoughts. But hopefully some nostalgia was had and that your guys are gearing towards convincing anet to take back some of the things that made this profession usable.
Thanks for reading and happy Teefing!
Credit goes to the leader of [Teef] for writing this thread.
“Please stop complaining about stuff you don’t even know about.” ~Nocta