Thief rework

Thief rework

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Posted by: Scarn.1703

Scarn.1703

I figured I’d like to throw in some ideas I had for the thief to be constructive rather than just scream nerfs. I have a thief and although I don’t necessarily think they are OP (consider how squishy and easy to kill they are) I know that an upcoming change is coming to their damage.

I would really like to see a build with a little more than just condition or huge crit numbers. I had an idea for if they ever let thieves use dual swords ( keep in mind this could work for any double melee build). I think it would be cool if they added a counter move into the thieves abilities, which is why I’m using a hypothetical dual swords as an example. Maybe have an on the move counter similar to the rangers greatsword or the spear underwater. There are a lot of ways the counter could work – multiple hits, one big hit, a hit that put on a like 5 stacks of vulnerability, or maybe a hit that was hard and put you into stealth. Other abilities could be a cripple, a trip/knockdown, there’s a lot of possibilities.

Another thing I would like to see is more viable ranged options. Why not have a trait that increases range on pistols like the engineer? Many like the idea of adding a rifle and having it be like a sniper rifle, and I like that idea as well. Others seem to dismiss it but why not have a long range weapon with the big hitting shots rooting the player? Along with it maybe have 1-2 melee options, like a knock back or an aoe buttstroke that dazed.

The point of the thread is just to expand on what the thief should be. I really think at this point it needs to be reworked to a degree, and our weapon options need to be expanded. But what do you all think? Would you like to see dual swords or more counter attack type moves incorporated? What weapons would you want added for melee/range? Lets keep it constructive

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Posted by: BabelFish.7234

BabelFish.7234

I’d like to see a S/S weapon set. I’d like to see a rifle weapon set.

I’d like to see P/P get a buff

I’d like to see thieves with more options in general so we don’t have to rely on gimmicks.

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Posted by: Scarn.1703

Scarn.1703

i just read your post and I 100% agree with you. seems like a lot of us are all on the same page. hopefully anet sees this stuff.

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Posted by: Sartorial Zodiac.2560

Sartorial Zodiac.2560

I don’t think its going to work and even if it did people will have another excuse to ask for nerfs. It wont end until this class is deleted or If anet says there wont be any more nerfs for this class end of discussion.

Look at past nerfs heartseaker, pistol whip, assassin signet and yet people are still asking for nerfs it will never end.

I don’t enjoy this game anymore like I used to with all these nerfs and me having to buy new gear/runes/sigils. I think another nerf would hit the nail on the coffin.

(edited by Sartorial Zodiac.2560)

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Posted by: Engels.8537

Engels.8537

" I have a thief and although I don’t necessarily think they are OP (consider how squishy and easy to kill they are)"

I read until here, and then laugh,

Yesterday, with 22K life and 1600 toughness i got “insta backtab killed” by a invisible thief,

Plus, if they cannot kill me with the first burst, they just click “invisible mode” and ran away,

Don’t talk to me about toughness and vitality, damage avoidance is all in this game

(edited by Engels.8537)

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Posted by: BabelFish.7234

BabelFish.7234

To be fair Assassin’s Signet and HS deserved the nerfs. PW was a bad nerf, they should have nerfed haste instead.

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Posted by: Einlanzer.1627

Einlanzer.1627

To be fair Assassin’s Signet and HS deserved the nerfs. PW was a bad nerf, they should have nerfed haste instead.

This. Even haste would be fine if they nerfed the Quickness buff to 50% instead of 100% speed bonus. I can’t fathom why it wasn’t that way to begin with.

As for weapon options, I’d personally love to get some single-wield love. A stat bonus from single-wielding and reworking the OH light skills. I wouldn’t complain about getting Rifle or OH Sword, but truthfully I think that shields and torches make more sense.

(edited by Einlanzer.1627)

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Posted by: BabelFish.7234

BabelFish.7234

Yeah ultimately quickness is the problem.
Single-wield love is definitely needed. That game seems to actually punish you for single-wielding. Torches I could see but shield thief doesn’t sit right. I guess it could work but conceptually thieves aren’t really defensive in any incarnation.

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Posted by: Sartorial Zodiac.2560

Sartorial Zodiac.2560

It doesn’t matter whatever we say though even if we come up with new ideas eventually the qqers will ask those to be nerfed as well.

Anet should step up and say NO more thief nerfs and ask the qqers to find other solution to improve their game play. That will put an end to all this nonsense.

Look what happened when they accommodated the qqers the first time around.

Please shut down this nerfing shop before its too late and people start quitting.

(edited by Sartorial Zodiac.2560)

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Posted by: Ishinokao.6740

Ishinokao.6740

I would definitely like to see a S/S weapon combo. A parry into damage+stealth would be sweet. Or maybe parry into a shadowstep behind the player then deals damage.

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Posted by: Rayya.2591

Rayya.2591

i gues pistols are made for short range pvp, not as an assault siege weapon. and more range could be overpowered.
However an new off hand like Fist would be cool

http://imgur.com/a/fKgjD
no.1 WvW kills

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Posted by: Dee Jay.2460

Dee Jay.2460

I think they could do a lot more with Initiative than they are currently doing. It could contribute way more towards balancing the Thief while being an engaging mechanic.

1. Why not have Stealth consume Initiative rather than being on a fixed timer? It would promote the defensive nature of Stealth and would limit the ability to dump all your Initiative on an unsuspecting target.

Instead you’d have to manage your Initiative and damage more wisely, rather than just spam your most effective ability. Of course this would force some abilities to be redesigned. C&D couldn’t cost 5 Initiative in such a system.

2. Initiative should generate slower, the less you have. Other MMORPGs (like SWTOR) had a system like that and it really rewarded active resource management over constant spamming. Managing your resource level while still outputting a lot of damage was quite a quality. GW2 could learn a lot from that.