Thanks for opening the thread. I enjoy a lot of things on my Thief, from the play-style of D/D to the ability to rain destruction with the Shortbow, but I have some issues as well. I mostly PvE, so my input will mostly surround that:
Stealth – Stealth has a lot of bugs. It does not work reliably as an aggro dump in PvE like it should, mobs will still chase you even when taking damage from another source. It doesn’t seem to last long enough for PvE to use it as an escape tool (I would have made it 5 seconds), the rendering issue gives thieves an unfair advantage in PvP and makes them seem more OP than they actually are. It will lock you in combat and force you to log out and log back in to get out of it. Just lots to address here. And addressing it is important, because Stealth is the primary utility a thief has for avoiding damage. With low health and medium armor, Stealth needs to work well to make thieves worth playing in PvE.
General Squishiness- Related to the above and the below. It gets a better as you level and get good traits and utilities, but at low level Thieves are noticeably harder to survive with (and therefore generally less effective) than other professions because they’re melee focused, not especially strong offensively, have super low health, and their primary danger avoidance/damage mitigation tool is weak-ish and buggy.
Downed State – Thief’s is the worst by far out of the classes I’ve played (which is everything but Necro and Engi), when, because of their squishiness and dependence on being slippery, it should be one of the best. It’s very difficult to get a rally because of the weakness of #1, and #2/#3 almost never work like they should for escaping and healing. My suggestions: Make #1 Bleed instead of Cripple, make the Stealth last 5 seconds instead of 3, and/or make Shadow Escape range 900 instead of 600 yards.
Dancing Dagger was OP, but instead of a straight damage nerf it should have been altered to do full damage on the first hit then reduced damage on each bounce (75%, 50%, 25%). This was an obvious one, I don’t know people were thinking.
In general, weapons without AoE capability are strictly inferior to weapons with it because zergs are common and damage is not reduced against multiple targets like it really should be in some cases. This is a broader problem than with just Thieves, but in any case-
Pistols are just very lackluster. There is no cripple, there is no AoE, there is no stealth, and there is no big damage, and they aren’t even that great as bleeders. However, that is all secondary to what I think their actual real problem is- Vital Shot’s rate of fire is slower than it was obviously intended to be. There is either a bug with the skill’s activation timer or a design issue with the MH Pistol animation/responsiveness making it about as slow as the Warrior’s Rifle while being significantly weaker. It can only stack up to 5 bleeds, which combined with its terrible upfront damage and 900 yard limitation makes it dramatically underpowered. Please spend some time evaluating the activation speed and the general responsiveness of the skill at it was clearly designed to fire at a faster rate than it actually does. I believe this is a broader design issue and extends to other professions, such as the Engineer’s Pistol and Longbows for Warriors and Rangers. When the #1 of a weapon set is kittened, that set is broken. This should be top priority.
The Offhand light skills are pointless. It would be really, really cool if it was actually viable to single wield. Many people like the idea of a Thief with a single dagger, pistol, or sword and it just plan doesn’t work in GW2 which is a shame.
Venoms are cool in theory but just poorly implemented. I’d like to see them redesigned, which could be any number of ways. Basilisk Venom is terrible for an Elite.
Caltrops seem to be exceptionally good for a utility skill in PvE, and in fact it is one of the only things that makes Thief not absolutely terrible in PvE. I’m not sure if the bug the person stated above is accurate but if it is that should be looked at.
Haste is broken because Quickness is just silly. However, instead of changing anything with Haste, the Quickness buff should be altered to provide 25-50% increased speed instead of 100%. Un-nerf Pistol Whip so it isn’t weaker than autoattack.
Flanking Strike needs to track better, but is otherwise a decent and fun skill.
Steal is…. I dunno, it’s neat in a lot of ways but it just doesn’t feel quite right. Maybe it should be a utility skill and and the Keys should be unique thiefy weapon attacks that will never become true weapons, like a dart/blowgun attack, a sap, and/or a shuriken spread. Or maybe we should have a (non-permanent) Stealth on the F slot instead, since it’s our primary defensive tool.