Thief's Ability to Carry
I think it all depends on your ability to kill faster their squishy dpsers. That’s why I feel thief is useless against a 5 bunker team if they have a bit of brain, cos everyone can rotate and we are not anymore the best class at roaming, but certanly we are the squishier.
but they’re a lot stronger
than they will be next year!
They really need to fix sustain to end BunkWars 2. For now you need coordination to do anything with thief in pvp besides rolling around to contest a point or roaming with a short bow.
I think the easiest way to fix a thief sustain would be to increase their HP from lowest tier to middle tier. I’n sure someone out there would complain, but it would give them just enough HP to survive one big hit, then heal up.
Our ability to “carry” isn’t related to any one single aspect of the game. It’s related to everything.
thief easily carry by making one oponent stay on far while u run +1 mid. Very effective with tp trap. enemy leaves point u tp to that point and decap it then rush mid. U get there 5 seconds after oponent that left point and u win becouse your 5 decaps gave your team 100 point lead.
Thief doesn’t really carry in SPVP, unless the other team has no map awareness which gives you free decaps and full caps. Thief is more of a potential multiplier. Having an already terribad team will get you nowhere (zero time anything is still zero, lol). If your team is decent however, your team will have much more potential to win than a team without a thief.
I think you carry the most in those matches where your team win the first encounter and and each kill has been delayed. That moment where each enemy spawn is delayed and you can +1 each fights and swiftly help in the next fight. Even if the rotation potential of the enemy team is great, this is hard to cool your head down and regroup at the cost of ~70-80 points in solo queue.
But you need a team with a little of common sense. I don’t get those kind of games before ruby.
thief easily carry by making one oponent stay on far while u run +1 mid. Very effective with tp trap. enemy leaves point u tp to that point and decap it then rush mid. U get there 5 seconds after oponent that left point and u win becouse your 5 decaps gave your team 100 point lead.
That moment when a DH comes mid and you let him see you on purpose before going into stealth and he goes back to far afraid of the decap ^^ And at the end of the mid teamfight you see him coming alone when his team has been wiped out ^^
(edited by Wargameur.6950)
As long as your team is playing 2 points, I believe it to be more feasible to carry. If your team tries to play 3 points, I think the value of a thief’s mobility is diminished.
I thought the title said “Thief’s ability to cry” rofl
I thought the title said “Thief’s ability to cry” rofl
Oh, I do believe that is unquestionably OP ;-)
I don’t really like to talk much, but I think the question wasn’t really answered properly so I kinda want to.
No,
I think its the opposite, I think the thieves’ ability to carry is ruined when it’s in a team that moves between points so much they are over-rotating. That pretty much forfeits the match because the thief is only half as effective and losing a player from where they are most effective pretty much turns the match into a 4v5, because 2 members of the team are only half as effective as they should be.
I find that if the other team is good at rotating then having a thief is actually a good thing because you can keep up/go faster that way.
I hope that’s a more direct answer to your question.
(edited by Zlater.6789)
^Why did no one laugh at that? lol kudos for the effort.
The more experienced and coordinated the opposing team, the less value a thief has. They are fine early on but ultimately coordinated groups will run a point bunker with good mobility which completely shuts down most thief’s advantages.
“Youre lips are movin and youre complaining about something thats wingeing.”