Thief support res discouraged due to lock on
If you’re worried that they’re going to stomp the person you’re reviving, then position yourself between them and the engineer before doing so, so that you’re the one who gets revealed. If you’re not worried about a stomp incoming, then position the downed ally between yourself and the engineer before reviving, so that they’re the one who gets revealed instead and you can keep reviving with your 50% damage reduction from stealth.
There’s no guarantee that the trait will see play anyway. It’s competing with what looks like a free Big Ol’ Bomb every ten seconds (what Engi doesn’t like more CC?), and the traditional favourite kit speed boost, nerfed though it might be.
I appreciate the feedback. I guess my concern is more centred around this : there is already inherent risk to reviving a downed teammate. We all know this. We accept that risk because it is an awesome coop mechanic and because of the benefits to your team. The thiefs ability to stealth res is a unique mechanic that adds usefulness in team settings. I’m confused as to why ANET would want to introduce a hard counter to this mechanic that has a chance to make thieves less apt to use it . (Due to the vulnerability stacks upon reveal).
And I’m glad you brought up the decreased damage while your in stealth. I was VERY excited about that traits potential in stealth res situations, but if you’re brought out of stealth that isn’t a benefit you will see. Now of course their won’t necessarily be an engi following you around every time you’re trying to res, but I still am just confused as to why they would give traits and utilities for a very specific way to help you’re teammates , then turn around and give a hard counter that would punish it’s use??
That’s how balance works. If something is strong (and face it, 50% damage reduction in stealth automatically just by traiting into Shadow Arts is strong), there’ll be a counter added to it somewhere.
It might mean that Thieves will want to avoid Engineers in certain circumstances. But Engineers already want to avoid Necromancers, who are quite strong against them. Mesmers certainly want to avoid Thieves, especially now that Improvisation can provide double Consume Plasma, as you’ve seen in other thread complaints. There are going to be classes that have advantages against other classes, and classes that have disadvantages against other classes. And that’s going to go beyond just “class beats class” and go on into builds, too.
How will a Lock On Engineer feel in a PvP match when he runs into an S/D Acro Thief? Not only will he have no stealth to take advantage of his trait with, but his Net Shot might not even be able to apply Immobilize due to Don’t Stop. Suddenly he might be thinking “If only I’d packed that Big Ol’ Bomb trait instead…”.
its 25% reduced dmg (could be 33% imo )
and i think it will be a trait thats rarely taken, unless youre going up against 2 thieves in a team or sth around there
but still, i dont like the possibility of walking around and knowing there may be even more of a threat than a lb ranger with sic em (once i used some cooldowns of course only)