Thief Ranges Guns And Bows

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Posted by: Rikimo.2650

Rikimo.2650

From what i See in my opinion I think they should increase the range of the Gun and bow. I dont understand how a bow from a ranger could go farther than a gun. The gun has 900 range while the Bow of the Ranger has 1.200 or more. I never knew a arrow could go further than a bullet. And the bow i think should be atleast a little bit more further as well, it has such low range that its really hard for me to catch up on certain occasions in dungeon i have to get close to that range and by the time i do the monster is already coming up to me to. They should make the range a little bit further for guns and bow so it could give u time to set traps like caltrops, imobolize trap,etc. So please try to fix the ranges of the thief.

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Posted by: Blacksarevok.8104

Blacksarevok.8104

Actually, it makes sense, since historically these types of pistols were woefully inaccurate and were generally only used as back up weapons.

However, with that said, balance > realism. Pistols should have 1200 range default or at least be traitable for 1200 range. Or I guess they could give us a Rifle, I’m cool with that too.

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Posted by: Kurow.6973

Kurow.6973

A couple of months ago, amongst other things, I suggested that one of the useless traits be changed to add an additional 300 range to all pistol skills. However, ANet hasn’t commented about it.

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Posted by: Rikimo.2650

Rikimo.2650

It just could get Us thieves into trouble and killed i just wish they added a little bit more range it should atleast be able to hit a certain distance without having to get that close.

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Posted by: Lokheit.7943

Lokheit.7943

Rifle in an expansion would be great to fit the stealthy snipper archetype

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Posted by: Spartacus.9647

Spartacus.9647

I would love to see a buff to range.
Unless we are the same range as everyone else but rangers and spellcasters, I can see why it’s balanced that way.
However I think the short bow range is fine because the shadow shot skill would be even more OP. So maybe buff the range except for that skill (not sure)
The rifle thing… No, just no.

But hey I play a thief buff what ever you want.

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Posted by: Advent.6193

Advent.6193

Considering the potential firing rate on GW Pistols, it’s logical to assume they’re not flint-/wheel-/match-lock. One would think they then rank similar to an old-school Colt. And those probably packed a working range of 150-200 yards. Assuming our ranges are specced in feet, then 900 is pretty frigging good. IIRC, the longest arrow shot with a modern compound bow is what, about 1200 yards? Assume a shorter distance for a shortbow, as well as for accurate shots.
Arguably, GW bows are pretty kitten buff. Range that typically outshoots rifles, on a weapon whose missiles are more impacted by wind and loss of kinetic impact.
But, what’s that about realism?

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Posted by: ComeAndSee.1356

ComeAndSee.1356

The Shortbow is one of my favorite ranged weapons in game. It has 900 range, but being able to bounce around to multiple targets makes it great for PvE and PvP. Cluster bombs also hits for some good numbers (I see 3.5-4k crit’s all the time) and poison cloud is useful for area denial.

You also have to realize we’re primarily intended as a close-range class so if we had 1200 range then what’d be the point of a ranger?

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Posted by: Dee Jay.2460

Dee Jay.2460

Realistically though most modern pistols have a range of roughly 50 yards before bullet drop and swirl makes them highly inaccurate and non-lethal.

An English Longbow on the other hand could hit targets up to 200 yards away.

Obviously none of this really matters in this context but it does give some perspective.

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Posted by: ubtri.7092

ubtri.7092

Being that thieves have high dodge, our range with non-melee weapons is more than fair. Anymore would make us extremely OP. (First post for me, yay.)

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Posted by: Red Falcon.8257

Red Falcon.8257

We’re not meant as a class that plays at full range, nor a Thief doing so would be any effective in comparison of what it can do 900 range and below.

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Posted by: Kurow.6973

Kurow.6973

Being that thieves have high dodge, our range with non-melee weapons is more than fair. Anymore would make us extremely OP. (First post for me, yay.)

How do you figure?

We’re not meant as a class that plays at full range, nor a Thief doing so would be any effective in comparison of what it can do 900 range and below.

That’s because the current set-up is kitten. Which is why people have requested countless times for buffs to this garbage weapon set. ANet even admitted to this. So, I don’t know what you’re talking about.

There’s also no reason to have a weapon set available to a class if it’s going to be of no use at all.

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Posted by: Venirto.4208

Venirto.4208

I have an idea, new skill:

Elite Signet – Signet of Hatred (45s)
Passive: Incerases range of your ranged weapons by 300.
Active: Resets cooldowns on other signets.

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Posted by: Dasorine.1964

Dasorine.1964

so often have I wished that thieves had access to some sort of reasonable attack with a range above 900, scorpion wire and cluster bombs just don’t work and there’s lots of situations where that 300 range is sort of needed.

Granted thieves aren’t the only ones that are stuck at 900, but some of those that aren’t seem a bit bizarre (guardians getting 1200 for instance?)

Those classes that feature longer ranges are longer due to traits and such as well so having others being able to increase to there base doesn’t detract from them being the longest range.

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Posted by: Dee Jay.2460

Dee Jay.2460

What’s really problematic for me is using targeted AoE from an elevated position like a Keep Wall.

Gas Cloud for example can barely shoot down at all let alone hit something just a few yards from the wall.

They really need to look at how elevation affects the range calculation as it seems incredibly off.

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Posted by: Login.5102

Login.5102

As a thief, how would it make sense to have a 1200range weapon? Thiefs are meant to steal….. Do you see what I’m getting at????

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Posted by: Dasorine.1964

Dasorine.1964

because there’s lots of situations where thieves need to do something across distance?

if going by the thief archetype there’s shooting out lights, shooting ropes up walls and across roofs etc etc.

Going by game stuff, because its a pain when you have one of the shortest ranges when others don’t have the issue and can safely shoot even if there characters shouldn’t really be ranged specialists but close ranged people :P

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Posted by: Rikimo.2650

Rikimo.2650

As a thief, how would it make sense to have a 1200range weapon? Thiefs are meant to steal….. Do you see what I’m getting at????

Thiefs were meant to steal while they only have one move to steal Seriously

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Posted by: oZii.2864

oZii.2864

I can’t see this. 900 range isnt bad when you have access to stealth anyway. P/P does some serious damage and being able to dump that from 1,200 range would be so roll face.

p/d let me stack you with 8 bleeds before you get close and force you to burn your dodges with my auto attack that costs me nothing then when your in range at 900 meters I get a free steal + cnd since you blew your dodges?

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(edited by oZii.2864)

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Posted by: Kurow.6973

Kurow.6973

I can’t see this. 900 range isnt bad when you have access to stealth anyway. P/P does some serious damage and being able to dump that from 1,200 range would be so roll face.

p/d let me stack you with 8 bleeds before you get close and force you to burn your dodges with my auto attack that costs me nothing then when your in range at 900 meters I get a free cnd since you blew your dodges?

Yes, leave my warrior damage and range to my warrior please. I do not need thieves having anywhere near similar capabilities.

Also, I’m curious…who blows all their dodges on auto attack against a P/D thief? Are these the same people that come to the forums whining about unnecessary nerfs and buffs?

…and while on the topic, since when is C&D a 900 range skill? Did I miss a ninja update or something?

(edited by Kurow.6973)

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Posted by: Elmuerto.9840

Elmuerto.9840

Thieves use a pistol not a gun. Pistols in the traditional advanced medieval sense had a range of about 20 yards these are, you know gun powder pistols. Thieves also do not run about with longbows which are a hunter and battle tool to which weapon users are dedicated. Anyway enough of the common sense lets get back to game which really has nothing to do with common sense as it’s a game. No and No thieves have enough tools they don’t need extra range we have gap closer’s aplenty.

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Posted by: oZii.2864

oZii.2864

Yes, leave my warrior damage and range to my warrior please. I do not need thieves having anywhere near similar capabilities.

Also, I’m curious…who blows all their dodges on auto attack against a P/D thief? Are these the same people that come to the forums whining about unnecessary nerfs and buffs?

…and while on the topic, since when is C&D a 900 range skill? Did I miss a ninja update or something?

Steal + CnD thanks for spotting that one

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Posted by: Einlanzer.1627

Einlanzer.1627

900 yards make sense for Pisotls and Shortbows I think. There needs to be a few improvements in other areas (especially for Pistols), but I’m really okay with the range.

What I would like to see is the introduction of the crossbow, with a 1200 yard range.

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Posted by: Red Falcon.8257

Red Falcon.8257

That’s because the current set-up is kitten. Which is why people have requested countless times for buffs to this garbage weapon set. ANet even admitted to this. So, I don’t know what you’re talking about.

There’s also no reason to have a weapon set available to a class if it’s going to be of no use at all.

If you think SB and Pistols are garbage you have major L2P issues.

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Posted by: Leriff.8362

Leriff.8362

Pistols are garbage you have major L2P issues.

The problem is that pistols are largely garbage. P/P has only one viable damage ability (unload) if you’re crit build, and is actually more viable in melee range than at max range due to Black Powder. It’s not a ranged weapon. It’s a melee weapon with range.

For condition build, you’re still better not running P/P, and instead running P/D. The problem, however, is that the bleeds applied by the pistol auto are so short, and the animation is so long, that if you’re not sneak attacking, you’re wasting time and should just run something like D/D. So, for condition build, P/P is out as well.

The only place that pistols shine is in combo fields, as Unload can apply combo abilities very quickly. Otherwise, pistol is almost entirely outclassed by Shortbow in every single way.

Shortbow, which has an AoE auto attack, an AoE nuke with bleed attached, an evade and slow, an AoE poison attack which doubles as combo field and a shadowstep/blind. Compared to P/P, which has a poorly animated auto-attack (the animation is actually longer than the cast time), a skill that applies vuln (not bad, but not the most useful to condition build, and crit build would rather spend initiative on unload) a channeled burst attack (a slightly weaker pistol whip, but made up for by the fact that you can move), a daze and an AoE pulsing blind. The blind is actually the best skill on P/P, and it’s most effective in melee. Sure, you can shoot it down and use it as a combo field, but that’s very initiative heavy for a non-guaranteed payoff. (Pistol attacks only have a 20% chance to proc combo fields. If you unload into Black Powder, you’ll probably proc two hits.)

Without something helping pistol (such as 1,200 range), there is little reason to ever pick it over Shortbow (unless of course you like the look, which is fine but sub-optimal.)

For people saying that 1,200 range would negate the Ranger class (something I find incredibly silly) having one weapon with 1,200 range would not negate a class that has spirits, the highest range in the game, pets and tons of melee invades. That’s like saying that since the Ranger can melee, the Warrior is useless. Or like saying since Warrior has a very solid ranged build (both for condition and burst) the Ranger is useless. Both incredibly silly statements.

And for those saying the thief should be melee, I point you again to the Warrior. Wasn’t one of the big things about GW2 choice? The ability to choose how to play your character? The warrior (a great melee fighter) is allowed to have a perfectly viable 1,200 weapon, so why not thief?

Every class in the game gets 1,200 range except for thief. The desire is only to have an equal chance. It’s painfully obvious how having 900 range only is a pain to the thief while defending a keep wall. What’s the advice there? Jump down and try to pick someone off? Thieves are so good in melee they can just 1vzerg, right? If you’re not manning siege, you are completely confined to the ability to churn out cluster bombs, with no intermediate damage in-between each attack.

(edited by Leriff.8362)

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Posted by: Kurow.6973

Kurow.6973

Steal + CnD thanks for spotting that one

Show me yourself consistently landing that on a mobile player who’s not running away in a straight line without Mug and Devourer/Basilisk Venom.

What that means is, it’s not reliable against GOOD players without Mug and Devourer/Basilisk Venom.

That also means C&D is NOT a 900 range skill, and infact you’re wasting a 45s c/d class specific skill to attempt to make it one.

By that logic, all rangers should be nerfed for having 1500 range at all times.

That’s because the current set-up is kitten. Which is why people have requested countless times for buffs to this garbage weapon set. ANet even admitted to this. So, I don’t know what you’re talking about.

There’s also no reason to have a weapon set available to a class if it’s going to be of no use at all.

If you think SB and Pistols are garbage you have major L2P issues.

Did I say SB anywhere in my post? I think you have a major L2R issue.

…and @ Leriff: Unload does not apply combo abilities that easily (even if it appears that way). Each shot has a 20% chance to apply the combos. If you pay attention, you’ll notice that the combo ability definition and animation shows up, but the actual effect does not. Body Shot does a better job applying combo abilities than Unload.

(edited by Kurow.6973)

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Posted by: Plutonian Lynx.8274

Plutonian Lynx.8274

If you aren’t intimate with your target, and fighting them up close with all of the amazing tricks and talents already given to you, then what sort of thief are you, really? Any o’ you cool cats ever played a ranger?

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Posted by: oZii.2864

oZii.2864

Steal + CnD thanks for spotting that one

Show me yourself consistently landing that on a mobile player who’s not running away in a straight line without Mug and Devourer/Basilisk Venom.

What that means is, it’s not reliable against GOOD players without Mug and Devourer/Basilisk Venom.

That also means C&D is NOT a 900 range skill, and infact you’re wasting a 45s c/d class specific skill to attempt to make it one.

By that logic, all rangers should be nerfed for having 1500 range at all times.

That’s because the current set-up is kitten. Which is why people have requested countless times for buffs to this garbage weapon set. ANet even admitted to this. So, I don’t know what you’re talking about.

There’s also no reason to have a weapon set available to a class if it’s going to be of no use at all.

If you think SB and Pistols are garbage you have major L2P issues.

Did I say SB anywhere in my post? I think you have a major L2R issue.

…and @ Leriff: Unload does not apply combo abilities that easily (even if it appears that way). Each shot has a 20% chance to apply the combos. If you pay attention, you’ll notice that the combo ability definition and animation shows up, but the actual effect does not. Body Shot does a better job applying combo abilities than Unload.

The context of what I was saying is that if you make pistol 1200 range for example in a P/D build I am stacking bleeds on the target from far out now the target can blow condi removal way out at the beginning of the fight or dodge which plays into my hands even more. Now if said target has blown his dodges why wouldn’t I Steal CnD? Why would I sit there and continue to auto attack with vital shot?

That was the context in which I was mentioning Steal + CnD combo I mistakenly said CnD is 900 range. Then you go on a tangent but w/e.

If I am running P/D and I see the person blow all their dodges out at 1200 range given this hypothetical situation of 1200 range on pistols whats more optimal than using CnD Steal combo to stack more bleeds with sneak attack?

Thats why I am saying making pistols 1200 range is a too good especially for a p/d thief. My steal does no damage and doesn’t poison. Depending on what I steal from the enemy depends on if its really worth it to go for the steal and the surrounding environment.

Also using the steal gets me fury, might and swiftness, 15 seconds of vigor and rips 2 boons. Most people apply their important boons at the beginning of the fight anyway so sometimes its good to use steal at the beginning of the fight.

You are right CnD is not a 900 range skill as per the tool tip but CnD Steal combo is game design intended apart of the combat system as in instant cast abilities effective abilities as per the devs. So while it isnt 900 range per tool tip it become 900 range when pair with Steal its just not a guaranteed hit like many skills in this game.

Guess I should take off my 2x Krait and 2x afflicted and 2x centaur runes because the tool tip isnt showing my bleeds as 7 seconds. So that means my bleeds really ARE NOT 7 secs.

If your for 1200 range more power to you if they gave me 1200 range whatever I’ll take it but I don’t think its necessary.

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(edited by oZii.2864)

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Posted by: Kaon.7192

Kaon.7192

I’ve been trying to get some attention for this issue for a while now with no success.

EVERY other class has at least 1 weapon option with a 1200 range auto-attack.
Even the ones that ANet specifically said to be melee-oriented in their design (Warriors have rifles and Guardians have scepters).

Not having a 1200 range option means complete misery when up on walls trying to defend a keep. Cluster bomb isn’t spammable long range because of the horrible projectile speed, and once we’re out of initiative we’re forced to just sit there like an idiot and not contribute at all to the battle.

This is one of the most glaring class imbalances in the game in my opinion, and really does need to be addressed.

(edited by Kaon.7192)

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Posted by: Spartacus.9647

Spartacus.9647

I’ve been trying to get some attention for this issue for a while now with no success.

EVERY other class has at least 1 weapon option with a 1200 range auto-attack.
Even the ones that ANet specifically said to be melee-oriented in their design (Warriors have rifles and Guardians have scepters).

Not having a 900 range option means complete misery when up on walls trying to defend a keep. Cluster bomb isn’t spammable long range because of the horrible projectile speed, and once we’re out of initiative we’re forced to just sit there like an idiot and not contribute at all to the battle.

This is one of the most glaring class imbalances in the game in my opinion, and really does need to be addressed.

Bump in hopes Arena Net looks at this..
I only play thief and I do SPVP as a p/p shortbow..
Right now I get the job done fine but I do see an imbalance here at least. Maybe make cluster bomb a little faster the longer the shot it?

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Posted by: Kyrion.2749

Kyrion.2749

Personally, I think that shortbow already packs enough power and utility without needing 1200 base range.

However, the ‘Unload’ skill could be specifically buffed to 1200 range. After all, its only purpose is dealing raw damage, without any additional effects. This alone would buff the P/P set without altering in the sligthtest the balance for other sets, thus, making the P/P more attractive in a given situation over the all-dominant shortbows.

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Posted by: Kaon.7192

Kaon.7192

Personally, I think that shortbow already packs enough power and utility without needing 1200 base range.

However, the ‘Unload’ skill could be specifically buffed to 1200 range. After all, its only purpose is dealing raw damage, without any additional effects. This alone would buff the P/P set without altering in the sligthtest the balance for other sets, thus, making the P/P more attractive in a given situation over the all-dominant shortbows.

Yes I agree that shortbow in it’s current form is a very versatile weapon.

However, thieves being the only class to not have a 1200 range auto-attack is still a glaring balance issue that needs to be addressed in some form.

I understand the need to have certain classes excel in certain areas at the cost of being mediocre in others, but as far as I can think of, no other class is missing something that EVERY other class has access to. At least not something as fundamental as auto-attack range.

(edited by Kaon.7192)