[EU] Gandara
Thief: the ONLY prof without 1200 range
[EU] Gandara
I’m really disappointed myself (coming from both PvP and WvW backgrounds) in the change. It’s illogical, and completely unnecessary.
It really doesn’t make any sense. The thief offered close to no utility for siege warfare and zerg vs zerg and now that will become completely none. Thief was also hurting for a 1200 range weapon set for PvE, and now it won’t even have its only 1200 range skill…
This combined with the trickshot nerf, previous cluster bomb nerf, poison field lotus poison nerf and infiltrator arrow nerf (can’t teleport to places you once could) really made the shortbow into a toybow. It also makes it so that every single ability on the shortbow has been nerfed at least once, except for evade shot.
This is horrible. They had no reason to do it, exept make us angry…again.
Zero possible range attacks beyond 900 for an entire class is not okay. It’s a huge problem in WvW for wall fighting (from either end) among other situations. It’s also a problem in PvE where long range is important.
The extremely slow flight time already resulted in scaling down dps on the ability appropriately with range. Reducing the range to 900 is just OCD fixing of numbers as there was nothing broken about it to start with.
All the other changes I can live with, but this one is really irritating as a WvW player. It definitely degrades the gameplay experience.
I would be angry also but seeing that Ranger shotbow got hit by the nerf bat also makes me less hostile.
But we still have our 1500 range steal right? right?
Sarcasm of course
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I get the impression that with everyone generally considering P/P worthless and them wanting a reasonable distribution of thieves to use it, this is part of their solution.
Make trick shot able to miss moving targets, gut IA targeting mechanics to get on ledges, now nerf CB range… Lotus Poison change I suspect is mainly about Weakness mechanics changes, but it nerfs many SB builds as well.
Body Shot finally gets a bone, but I am not convinced it’s worth spending initiative on for anything other than attacking a PvE boss with a group. Ricochet is better, but still not a good trait.
And now they probably figure people will start playing P/P seriously… Sorry, not going to happen. People will quit the class before they run P/P for a serious build, even after this.
deal with it.
just one more way to balance this class. in place of a single 1200 range damage skill, thief class got something it didn’t deserve or need: torment, you now get to punish people for running away from AND chasing you. despite how you feel, no one really cares unfortunately. everyone has taken 6k backstabs, and now you get the new condition. don’t expect a public outcry outside of the thief community.
As true as Odin’s spear flies,
There is nowhere to hide.
deal with it.
just one more way to balance this class. in place of a single 1200 range damage skill, thief class got something it didn’t deserve or need: torment, you now get to punish people for running away from AND chasing you. despite how you feel, no one really cares unfortunately. everyone has taken 6k backstabs, and now you get the new condition. don’t expect a public outcry outside of the thief community.I don’t know if you’ve actually seen Torment in game but it’s not quite what you think it is.
i don’t think it’s anything at all, it’s worthless without significant condition damage. my necro has it. the fact remains that thief didn’t need it.
As true as Odin’s spear flies,
There is nowhere to hide.
without giving thieves a 1200 weapon range option (CB was the only one we had);
they’re almost next to useless on wall seige/defense (paper thin hp pool
makes you melt in front of gates even in soldier gear) ; pve stuff like one of luppi’s
phases, ect.
even though rangers had SB decreased to 900, at least they still have a 1200 option,
their SB skills don’t have such a long flight time like CB, and they have traits that
can push their range further.
.
Now I’m kind of betting they’ll cut the Guardian Scepter back to 900 range eventually. If it’s not a requirement that every profession has access to a 1200 range weapon, I can see them forcing guardians to get a bit closer as well.
Edit: It’s rude and probably inaccurate, but I’d say a thief doing nothing but using cluster bomb from 1200 range wasn’t very effective anyways.
It’s pretty obvious, and nobody’s impressed.
Some siege spots could be hit with 1200 plus the blast radius of cluster bomb. I wonder if those siege can be hit by anything now.
exactly, it wasn’t as if people were crying that a-seen-from-a-mile-away slowly arcing CB, which was unspammable at that range; was soo OP that they had to nerf it.
there are certain situations when your hp is low and you move back to range for a more survivable spot. now they removed that, and with the looks of the patches,
anet is actually pigeonholing them to very specific styles, and contrary to what
they said, they aren’t promoting build diversity with this.
.
I feel a tiny bit sad after this nerf. But still cluster bomb is one of the best weapon skills in the game:
Large radius, spammable blast finisher and pretty high damage AoE skill. It is still a very effective, especially when combined with the uncatchable trait (caltrops with dodges), choking gas + cb (area weakness from the combo field, note weakness is now 50% glancing blows no matter how high is your crit chance). You can get 3 stacks of bleed if you detonate cluster bomb at right moment. My level 80 thief can solo a lot of stuff using this, while still having rather tanky build (tons of healing + condition removal + dodges).
I do not buy the thieves are squishy argument at all. Same base armor as my ranger and engineer, same base health as my elementalist. And you can get a lot of boons on your thief if you just build and equip it right. Basically thief only dies against overwhelming number of enemies. You can get out of very difficult situations all the time.
Cluster bomb isn’t the only slow traveling projectile in the game. In fact it feels very similar to engineer’s grenades in the way it moves.
Now I should test P/P, as I think previously this weapon combination just sucked compared to D/P or P/D.
(edited by Deniara Devious.3948)
true, but at least engineer and elementalists have that option to go 1200.
on zerg wall seiges / defense theives can’t really stand near gates without getting
melted, even with water fields and such near them. CB sometimes was the only
way they contributed on the walls.
“Now I’m kind of betting they’ll cut the Guardian Scepter back to 900 range eventually.”
Umm, did you see the Guardian changes – buffs all around.
I don’t think they want to nerf Guardians
I could name 20 different ways I’d like to see the thief nerfed
shortbow range wasn’t one of them
Playing the engineer “as intended” is simply not viable.
“Now I’m kind of betting they’ll cut the Guardian Scepter back to 900 range eventually.”
Umm, did you see the Guardian changes – buffs all around.
I don’t think they want to nerf Guardians
When I made that first post, I thought (for some reason) that the scepter used to be a 900 range weapon that got buffed to 1200. The only thing on the wiki that indicates that though is from about one beta weekend, so I’m probably just misremembering. (I did not play in the betas)
Even still, Guardian would be the next profession (if any) I anticipate them pushing into <900 range, since they’ve made a lot of comments about how they see them as melee contenders.
Edit: I’ll admit, I’m not really a fan of cutting thieves off to 900. But I feel like I’d rather see an actual 1200 range weapon introduced, than try and make cluster bomb fill that niche all by itself.
It’s pretty obvious, and nobody’s impressed.
Prayer to Lyssa – 1200 range.
That’s sarcasm by the way.
Thief: the ONLY prof without 1200 range
Quit crying, its not like you are a d/d ele nerfed into the ground.
ps; you can steal at 1500 range.
“Now I’m kind of betting they’ll cut the Guardian Scepter back to 900 range eventually.”
Umm, did you see the Guardian changes – buffs all around.
I don’t think they want to nerf Guardians
When I made that first post, I thought (for some reason) that the scepter used to be a 900 range weapon that got buffed to 1200. The only thing on the wiki that indicates that though is from about one beta weekend, so I’m probably just misremembering. (I did not play in the betas)
Even still, Guardian would be the next profession (if any) I anticipate them pushing into <900 range, since they’ve made a lot of comments about how they see them as melee contenders.
Edit: I’ll admit, I’m not really a fan of cutting thieves off to 900. But I feel like I’d rather see an actual 1200 range weapon introduced, than try and make cluster bomb fill that niche all by itself.
All I can say is this, they should introduce dart guns for us, single target 1200 range.
ps; you can steal at 1500 range.
Ever steal from on a wall or below a wall? Yeah, Hello Wall, that’s about it regardless..
ps; you can steal at 1500 range.
Yeah a skill that plants you directly in the enemy’s face after one use and is on an unmodified CD of 35 seconds, that’s a viable 1200+ ranged option.
Do QQers even kittening try anymore?
Resident Thief
deal with it.
just one more way to balance this class. in place of a single 1200 range damage skill, thief class got something it didn’t deserve or need: torment, you now get to punish people for running away from AND chasing you. despite how you feel, no one really cares unfortunately. everyone has taken 6k backstabs, and now you get the new condition. don’t expect a public outcry outside of the thief community.I don’t know if you’ve actually seen Torment in game but it’s not quite what you think it is.
i don’t think it’s anything at all, it’s worthless without significant condition damage. my necro has it. the fact remains that thief didn’t need it.
And now that we have it I think most of us agree we don’t want it. It’s pretty worthless even with a heavy condition build because it is impossible to stack above five. It’s a garbage addition to the game only there to make it look like they added something.
deal with it.
just one more way to balance this class. in place of a single 1200 range damage skill, thief class got something it didn’t deserve or need: torment, you now get to punish people for running away from AND chasing you. despite how you feel, no one really cares unfortunately. everyone has taken 6k backstabs, and now you get the new condition. don’t expect a public outcry outside of the thief community.
Your understanding of the thief profession is very low if you think a “6k” backstab thief is going to waste a precious utility skilll on the Torment venom.
I doubt even a full blown ‘venom share build’ thief would use that one – they would take Basilisk, Spider, Ice and Devourer.
Thats in line with the Elementalist frost bow distance 900.
1200 for bows is reserved for rangers…
You guys can still become invisible…
And now that we have it I think most of us agree we don’t want it. It’s pretty worthless even with a heavy condition build because it is impossible to stack above five. It’s a garbage addition to the game only there to make it look like they added something.
Agreed, with the buff to the weakness condition, dev’s must have thought Skale venom was going to be over powered. 15 seconds of weakness every 36 seconds (master trait – deadly arts) would have resulted in 40% weakness uptime on the thieves enemy.
The damage mitigation a thief could get by applying 15 seconds of weakness to an opponent in 1 or 2 seconds would be quite large. Percentages are assymetrical – so having an average -25% damage reduction from weakness requires your opponent to have a +33% damage boost to counter it. Noob players are already complaining how hard it is to kill thieves – the QQ would be even worse if thieves starting using a weakness-based Skale venom to nerf their opponents damage after their opening burst.
I think this change was just a quick and dirty hack to stop Skale venom being over powered – by giving us Torment they probably thought they could “sell” the change as either something new for thieves or as a buff to our venoms.
I don’t think the thief community is buying what they’re selling though it is a Skale venom nerf.
The duration and intensity of Torment is not high enough to make it an attractive choice for a utility slot. Not when all those juicy Deception utility skills are sitting there.
Thats in line with the Elementalist frost bow distance 900.
1200 for bows is reserved for rangers…
You guys can still become invisible…
Someone finally called us Thieves out with common sense! (and I’m not being sarcastic)
The point is: we have Stealth. Bows are for kiddy-wanna-bee Rangers. I think some of these Thieves played games where Rangers had stealth and thought they would have the same type of fun with a Thief running around with a Bow.
deal with it.
just one more way to balance this class. in place of a single 1200 range damage skill, thief class got something it didn’t deserve or need: torment, you now get to punish people for running away from AND chasing you. despite how you feel, no one really cares unfortunately. everyone has taken 6k backstabs, and now you get the new condition. don’t expect a public outcry outside of the thief community.Your understanding of the thief profession is very low if you think a “6k” backstab thief is going to waste a precious utility skilll on the Torment venom.
yep, and the kicker is, those “6k” backstab thieves are likely to be even more prevalent now. this patch actually went in the opposite direction of balancing the class, by taking away functional options. clusterbomb can still be spammed at close range, and costs the same amount of initiative, and anyone that thought it was OP when it was shot from the top of a wall, or up onto a wall, is completely delusional. thieves options for doing anything aside from ganking and being blast finisher machines for zergs have dried up.
on a semi-related note, i always find it so amusing that after each arbitrary nerf that misses the mark entirely, there’s always people who are so happy that thieves got any form of a nerf that they trick themselves into thinking that it’s a step toward balance. for the record, this patch is not a step toward balance, and only skews things further in the direction of what everyone has been endlessly complaining about for almost a year. in fact, each nerf has followed that exact same pattern. what are people complaining about? getting ganked/trolled by thieves. what has each patch done? pigeonholed thieves even further into gank/troll builds. what happens after each nerf? some clown shows up and makes a gloating post along the lines of “now you’re weak enough for me to kill. mwuahahahah!!” what happens a week later? “NERF THIEVES!!!!!!” it would be hilarious to watch if it wasn’t so….. well, stupid. they’re not taking away a thief’s ability to kill someone in a matter of seconds with an ambush that they never see coming. they’re taking away a thief’s ability to do anything besides that
personally, i don’t want to run a gank build. i don’t want to be a blast finishing piston in the giant zerg engine. i want to be a useful contributor to the team, as i prefer to focus on playing for the objectives. i want to be able to help in some meaningful way in capturing and defending them. anet, on the other hand, has proven through their actions that that isn’t what they want to happen. they can say otherwise all they want, but words mean nothing. actions dictate truth, and their actions clearly show that they want thieves to be limited to just ganking/trolling or blast finisher spamming. and they further prove it with each and every patch.
i see it as a nerf to glass cannon builds. shortbow made glass thieves both good at roaming and decent in zergs. The new improvement in death blossom and signet of malice seems aimed at encouraging thieves to play tankier builds. with the new changes to steal (max 1500 range) thieves can now steal to a group and spam death blossom, doing some solid damage on a tanky build.
Also the new buff to shadow trap (or whatever it’s called?) gives thieves an escape button for tricky situations.
i see it as a nerf to glass cannon builds. shortbow made glass thieves both good at roaming and decent in zergs. The new improvement in death blossom and signet of malice seems aimed at encouraging thieves to play tankier builds. with the new changes to steal (max 1500 range) thieves can now steal to a group and spam death blossom, doing some solid damage on a tanky build.
Also the new buff to shadow trap (or whatever it’s called?) gives thieves an escape button for tricky situations.
no it’s a nerf to all thieves
deal with it.
just one more way to balance this class. in place of a single 1200 range damage skill, thief class got something it didn’t deserve or need: torment, you now get to punish people for running away from AND chasing you. despite how you feel, no one really cares unfortunately. everyone has taken 6k backstabs, and now you get the new condition. don’t expect a public outcry outside of the thief community.I don’t know if you’ve actually seen Torment in game but it’s not quite what you think it is.
i don’t think it’s anything at all, it’s worthless without significant condition damage. my necro has it. the fact remains that thief didn’t need it.
The more reason to think this isn’t going in the right direction don’t you think?
- They nerf everything that was just fine.
- They add WORTHLESS new conditions (3 torment on kitten cooldown, even with share isn’t worth it…).
To be honest there is a place where Torment would’ve been a need: Pistol sets. It could’ve been the saviour of P/P (a set that SHOULD get some opponent movement control), but no, they threw it to the worst venom of the game.
if you’re simply going to resort to personal attacks, i’ll simply report your post and ignore any further comments from you. good day sir.
God you thieves are hilarious. You play a class who’s core mechanics are the ability to go completely invisible with absolutely no counter, deal ridiculous amounts of damage while also having some of the best baked in defenses short of mesmer, and a resource system that let’s you completely ignore cooldown management or timing in favor of just brain dead spam. You finally get something remotely resembling a weakness in a 300 range nerf on one ability and cry to high heaven about how it’s destroying your class. .
We didn’t get a nerf on only one ability. We got many nerfs, but the shortbow one is hard to understand. You yourself in your post talk about how it’s the stealth an other things that make us (if we are so) overpowered. Then why should Anet nerf shortbow #2? It maks a huge difference in WvW to us and does not affect any of the troubles you and other profs have with thieves.
Colin Johanson on how arenanet measures success.
(Please no gear treadmills, Colin!)
if you’re simply going to resort to personal attacks, i’ll simply report your post and ignore any further comments from you. good day sir.
God you thieves are hilarious. You play a class who’s core mechanics are the ability to go completely invisible with absolutely no counter, deal ridiculous amounts of damage while also having some of the best baked in defenses short of mesmer, and a resource system that let’s you completely ignore cooldown management or timing in favor of just brain dead spam. You finally get something remotely resembling a weakness in a 300 range nerf on one ability and cry to high heaven about how it’s destroying your class. And then you wonder how anyone could POSSIBLY think that you’re skilless, or cheap, or broken, or a blight on pvp and game design in general.
Here’s a thought, maybe next time you pick a class try something that isn’t obviously a skill devoid, nub magnet designed as the easy mode class for even idi ots to succeed with in pvp. Suprisingly nobody will give you crap! It’s amazing! You don’t even have to run away from every argument you don’t like on the forums because you’ll actually have a counterpoint that isn’t “lol l2p”.
- You don’t get those “amazing defenses” and “ridiculous amounts of damage” in 1 build.
- There is a counter its called dodge/stun/invuln idk how many times and engineer has slapped my kitten by drinking elixir s then proceeded to nade spam me / were I’m stealthed. (his F1 with nade kit does 3/4th of my hp if they all hit me when I’m in zerk mode)
- Calling people skilless when you literally have to stand still for 3 seconds to get hit by a 1200 range clusterbomb
Play a thief to 80 and WvW with em.
After failing miserably multiple times come back and apologize.
Thieves are not ezmode and people who’ve masteted other classes have stated they needed a mentor upon playing one.
I know this for a fact because I’ve done it on multiple occassions.
Lol I’ve seen plenty of people pick up a theif at 80 and just unload someone for 32k, sounds unreal…but it really happened. Definately not ezmode….lol jk theif is super ezmode play it with my left butt cheek and win.
Play a thief to 80 and WvW with em.
After failing miserably multiple times come back and apologize.
Thieves are not ezmode and people who’ve masteted other classes have stated they needed a mentor upon playing one.
I know this for a fact because I’ve done it on multiple occassions.
Funny you say that. I got a troll guild called naked hookers united. Needless to say we are naked thieves at level 10 or so that just run around half synergizing our builds to make peoples days as bad as possible. but hell guess what at least we dont wear armor to counter our OPness
i didnt choose the e-thug life, the e-thug life chose me.
Play a thief to 80 and WvW with em.
After failing miserably multiple times come back and apologize.
Thieves are not ezmode and people who’ve masteted other classes have stated they needed a mentor upon playing one.
Huh?
I have a fully geared level 80 thief. Amazing survivability in WvWvW. Really great amount of boons (won’t reveal you my exact build), superb condition removal + very nice amount of healing, spammable stealth on demand, shadowstepping, so much initiative I can spam the skill almost at will. Granted, I didn’t build my thief for solo ganking or dueling, but to be useful in a group fight.
According to my experience thief is the easiest profession to play in WvWvW.
Warrior and guardian come second. Those three professions are also the easy mode in pve.
My main is engineer and I still consider multi-kit engineer the most difficult profession to master.
Play a thief to 80 and WvW with em.
After failing miserably multiple times come back and apologize.
Thieves are not ezmode and people who’ve masteted other classes have stated they needed a mentor upon playing one.
I know this for a fact because I’ve done it on multiple occassions.
Funny you say that. I got a troll guild called naked hookers united. Needless to say we are naked thieves at level 10 or so that just run around half synergizing our builds to make peoples days as bad as possible. but hell guess what at least we dont wear armor to counter our OPness
So, you’re a guild of 12 year olds who find it funny to zergball the map with naked female thieves and kill solo up leveled roamers. Your mothers must be so proud of you.
But seriously. Set your naked lvl 10 thief against any of my lvl 5 naked professions and I would eat you for breakfast
I think some are missing the point. Guild Wars 2 was suppose to offer grand flexibility, especially since picking a secondary profession was off the table (like we had in Guild Wars 1). Warriors could range, Mages could melee, cats and dogs living together in harmony!
This is not we have, we are getting pigeon holed.
If you want to play ‘petless’ Ranger → GTFO!
If you want to play Engineer, grow a third hand or → GTFO!
If you want to play an all ‘range’ Thief → GTFO!
This thread isn’t about what a Thief can do with S/D or D/P or how to perma-stealth . It’s about that is now all we can do, all that we are suppose to do, and I think the game suffers for it.
-Cowboy
[EU] Gandara
thief, the only profession that has 3000+ range. Close topic please
thief, the only profession that has 3000+ range. Close topic please
Explain the 3000 range that puts you from 0-900 from target. In openfield play, outstanding, but failed mechanics to wall and from wall limits us. Guild Wars 2 was to be diferent and steer away from the holy trinity and rock paper scissors therums. Classes were to offer diversity in them.
Consider most dungeons in example, most boss fights become limited to a ranged fight except a heavy. Now theives will become even less desired for dungeons, at least we werent conpletely useless before.
No where has thieves in the forums stated that clusterbomb didnt need a change, they are saying that because of the change, that a simple fix by making the number 1 shortbow ability would have been a better middle ground.
also at 900 range, most players on walls and npcs are obstructed.
LOL yeah and the only profession with perma-stealth, I’ll trade you perma-stealth for 1200 ranged weapon.
I thought the stun breaker nerf on the s/d weapon set was gonna be huge, but it isn’t. You can still use the return when stunned. You will still be returned to the original location, it just won’t break the stun. So it still gets you out of harms way.
[RET] of Fort Aspenwood
LOL yeah and the only profession with perma-stealth, I’ll trade you perma-stealth for 1200 ranged weapon.
Good luck getting pelted with arrows, bullets and spells from 1200-900 in fort sieges ^^ Ah, the AoE ^^
Besides the “perma” stealth… it can be done for a few sec in a row but not permanently. We blow all steal, utility, heal + CnD repeatedly then might be able to do it for about… 16-ish sec (not counting cast times and whatnot) but after that we are free kill, since we have all on CD and no init to do anything ^^ free kill ftw So no, I wont trade the range for “perma” stealth… I’d need to trait heavily into the stealth line to get it working (+ 1s to stealth skills, 2s stealth on steal, really, great perma stealth possibilities xD).
Guess why only dagger-backstab build use stealth… ? XD because its useless outside of it :P dont synergise well with sword or pistol or showtbow main (the dmg is a joke compared to dagger main) and its easy to predict. This is not WoW or Aion where stealth is permanent once cast… 3-4s thats quite short time to get into position… especially on melee. Not to mention you need to spend time outside of stealth before you can go in it again.
http://wiki.guildwars2.com/wiki/Revealed
It cant be permanent by far :P
Sure, you can have your 1200’ range weapon as soon as they take away that ridiculous 1500’ steal teleport trait.
Sure, you can have your 1200’ range weapon as soon as they take away that ridiculous 1500’ steal teleport trait.
ok sure. it’s a deal.
Sure, you can have your 1200’ range weapon as soon as they take away that ridiculous 1500’ steal teleport trait.
I think their idea was getting the thief to teleport and surprisingly attack enemies. What they didn’t think about is: What should we do to defend a tower or attack one?