Thief Stealth = Worst Mistake In The Game

Thief Stealth = Worst Mistake In The Game

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Posted by: JETWING.2759

JETWING.2759

I haven’t problem with stealth. Actually is fine

I just think that some things(butning, chill and disable) could remove and prevent stealth. In this case, the “reveled” state could be removed of game.

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I haven’t problem with stealth. Actually is fine

I just think that some things(butning, chill and disable) could remove and prevent stealth. In this case, the “reveled” state could be removed of game.

The problem with that being the fact that they can trait for stealth to remove conditions. So while that would be nice, how effective would it be when they can remove conditions in stealth as well?

Another option could be to reduce movement speed while in stealth and make it so that stealth cant be stacked or something.

interesting that they are giving Ranger a revealed option, maybe we could see this on other classes?

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Posted by: Domey.9804

Domey.9804

well i do main thief aswell, and i love the profession. what i do not love is bp+3/4hs…that is what most ppl do not like about the thief.
i you get that enemy d/p thief to 25% and want to finish him off, he can permastealth away. its a win sure…but without a dead enemy. internal cd to IoS would fix that or force the thief to sacrifice more defense for cheese-mode.
srsly…the blind that this setup offers is more than enough…you dont need the easiest/safest and longest (infinite) access to stealth on top of that.

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Posted by: Maugetarr.6823

Maugetarr.6823

Except that as a burst build which it seems you’re referring to you’ve wasted all your initiative with the hs spam (ineffective against most experienced players) so you either use blinding powder or shadow refuge to leave. Blinding powder will get you 3(4) seconds of stealth while SR will give your opponent 4 seconds to melt you inside of it or knock you out of it. You probably are going to have to burn shadowstep the utility to get some distance in between you and the person now trying to kill you meaning that you’ve just blown 2 cooldowns on 50-60 second times. It seems you’re in the same boat as the person you tried to attack.

So you have used 1/2 Utilities, while the other person has burned weapon skills AND utilities. Come back when Thief weapon skills have an actual cool down then what you are saying can be considered, until then the Thief will ALWAYS have the upper hand when re-engaging someone who they have forced to burn weapon skills AND utilities to survive.

You have burned your initiative which is a global cooldown on both weapon sets. So now your empty initiative pool recharges slowly and will reset if you use an ability, unlike other classes where all of your abilities recharge simultaneously. That’s the trade off. So for 1 infiltrators arrow to get away, you’re going to have to wait 8 seconds to use it while using no other skills in the meantime.

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Thief Stealth = Worst Mistake In The Game

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Posted by: RyuDragnier.9476

RyuDragnier.9476

I haven’t problem with stealth. Actually is fine

I just think that some things(butning, chill and disable) could remove and prevent stealth. In this case, the “reveled” state could be removed of game.

The problem with that being the fact that they can trait for stealth to remove conditions. So while that would be nice, how effective would it be when they can remove conditions in stealth as well?

That’s simple, adjust the variable so that it does a check for those types BEFORE cleansing them. If any of them equal true, then stealth is dropped before the cleanse.

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Posted by: Obscure One.4357

Obscure One.4357

I think this thread is slowly making headway towards being productive. I’m genuinely impressed with the haunts of this sub-forum.

The core “meat and taters” of the Thief class is stealing, it’s what it can do that no one else can. The initiative system however is the most significant difference between it and every other class as far as bare bones mechanics are concerned. Notably, steal is, IMO, extremely underpowered while the initiative system is a simply superior mechanic to weapon skill cool downs. Now maybe if every class could put in an equal trait investment to allow a reduction of cool downs on any weapon they use in the same way a thief can regain initiative to the point that it’s near unlimited skill use, then it’d be on par. As it stands though, I like this mechanic but it suffers from a design flaw: skill cost to skill value inequity.

Stealth is infinitely more valuable to a thief than any other class so skills that can generate it are a much better expenditure of it’s initiative than skills that don’t. That being as it is the bulk of thieves rock the offhand pistol or offhand dagger for exactly this reason. The myriad of things that can trigger upon stealth for thieves make the buff even more attractive to not only be undetectable, but also cure conditions, heal, recover initiative, and gain swiftness + vigor. Essentially a #5 skill that grants stealth or provides the means to, cures conditions, heals, grants swiftness and vigor, and helps pay for it’s initiative cost, all whilst giving the Thief access to it’s most damaging skills.

So to balance this out, instead of looking at the core mechanics of the class and adding in versatility to add viability to other builds and toning down the stealth based mechanics of the Thief, ANet sails their nerfship to war on Stealth floating on a sea of scrub tears.

Face it. The thief is designed to do single target damage, be invisible, and be less than useful at anything else. It’s a failure in core class design and desperately needs work, ESPECIALLY on steal mechanics (Thief with no offhand needs to have a native 20% shorter steal CD and be able to store stolen skills in #4 and #5).

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Posted by: Kman.7358

Kman.7358

I think this thread is slowly making headway towards being productive. I’m genuinely impressed with the haunts of this sub-forum.

The core “meat and taters” of the Thief class is stealing, it’s what it can do that no one else can. The initiative system however is the most significant difference between it and every other class as far as bare bones mechanics are concerned. Notably, steal is, IMO, extremely underpowered while the initiative system is a simply superior mechanic to weapon skill cool downs. Now maybe if every class could put in an equal trait investment to allow a reduction of cool downs on any weapon they use in the same way a thief can regain initiative to the point that it’s near unlimited skill use, then it’d be on par. As it stands though, I like this mechanic but it suffers from a design flaw: skill cost to skill value inequity.

I agree with you here completely. However ANet would rather flat out nerf the damage or usefulness of skills rather than change the ini cost when something seems to be a little too accessible or spammable.

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