Nike mentioned that the thief’s blind and stealth role can now be accomplished by other professions and the dps increase in the other professions no longer provides the thief a secure spot in the dungeon meta.
How do you guys feel about this comment?
I believe the damage comment is true. Thief did lose a few damage modifiers in the both the Deadly Arts and Critical Strikes trait lines in the June 23rd patch while other professions seemed to benefit a lot more out of that patch. With the elite specializations, daredevil does seem to give a small boost in dps but other professions seem to benefit a lot more out of their elite specializations.
Now, the thief’s dps isn’t what upsets me. I don’t mind if all professions had similar, or competitive, dps. What bothers me is that other professions got a lot more out of their elite specializations not including damage.
For example:
- Guardians get a drastic change to their profession mechanic (virtues) and access to very unique traps that grant boon support, cc, and utility.
- Mesmer YOU RIP THROUGH THE TIME SPACE CONTINUUM. Mesmer gains a new profession mechanic (Continuum Split) as well as fundamental changes to the original profession mechanic (shatters). Along with TIME WELLS with unique cc, support and utility mechanics. Also, gets Alacrity which is unique to only chronomancers. (It must be obvious now that I’g going to be maining my mesmer now and tossing aside my thief) .
- Necromancer ANOTHER drastic change to the profession mechanic (shroud). All shroud skills are completely replaced. Access to unique shouts with boons, boon control, condi control, tooonnns of chill, and minion summoning.
So what does thief get?
- NO CHANGES TO PROFESSION MECHANIC (Steal). Nothing changes for Steal except for minor GM trait (gain endurance). Instead, we get a change to our dodge mechanic. Why? We get access to physical skills which I really don’t like except for maybe the heal. Distracting Daggers allows you to interrupt stuff up to 3 times. This can already be easily accomplished by Pistol #4. So why do we have this? It’s also getting harder to interrupt enemies now with uninterruptable enemies and break bar. Fist Furry is a bizarre way of dealing damage. Weapon skills deal more damage. Impairing Daggers might be okay for a poison build but great for pve.
I can’t speak for the new weapons for each profession but staff is not that useful. Sure, staff can do a lot of damage, but it’s very hard to pull off. Staff doesn’t provide anything unique to the thief. Staff #2 applies weakness but so does every skill you apply poison with minor trait in Deadly Arts or sword auto and you aren’t forced to change your positioning like Staff #2. Staff #3 is similar to the heal Withdraw except its an attack. Staff #4 is a blinding attack but Pistol #5 works way better. Staff #5 is the only thing thats somewhat unique. An AOE leap instead of Dagger #2 single target leap.
Simply put, unless there are major changes to daredevil, I’ll be abandoning my thief after years of main-ing it.