Things that could use a buff!

Things that could use a buff!

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Posted by: eXs.6210

eXs.6210

I completely agree with everyone in the thread… P/P is the reason why I chose to play a thief in the first place… but the weapon set is so terrible that I had no choice but to go to the only viable thief build…which is backstab… now if we get that nerfed, I don’t know what I would play on a thief… I really wanted to play my thief ranged but our ranged options are just simply terrible to be enjoyable… I would gladly accept a backstab nerf if pistols (or even short bow, which is pretty weak as well) will get a buff…

I love playing ranged characters but ranged options are so weak in this game for ALL classes that I have no option but to pay melee… it’s very discouraging… please buff P/P and/or short bow… I’m fine with a backstab nerf if we get a ranged buff, but if we don’t and just keep getting nerfed, it will certainly either make me quit thief in favor of a ranger and soon probably quit the game altogether… I wanna pay this game… please give us a viable ranged character…

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Posted by: Sons.5493

Sons.5493

I think you guys are going way of the top with all this single handed swap stuff, we need more viable buffs such as buffing P/P with utilities and damage fix Flanking strike to be more reliable and add a rifle for 1200 single target, i cannot extend myself enough to remark how important this is.

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Posted by: Ichishi.9613

Ichishi.9613

We are simply trying to think of something.
Technically speaking, P/P is bad because within one weapon set, out of 5(6) skills, One (+stealthed one) is for condition inflicting. One serves no purpose at all. One does decent direct damage over a number of strikes. One is strictly utility/support. One is with extremely limited use. Fact stands: these skills have no synergy. For the sole reason they were evaluated as skills of another profession, without taking in consideration the sole fact that every thief skill has a requirement for initiative. At any given moment of time, one and only one of available skills will have highest usefulness/initiative ratio.
Basically, all P/P skills are useful, but. In a given build, in a given situation only ONE will be viable.
A-net considered skills only in terms of class balance and thieves’ skills were left unbalanced to each other.

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Posted by: DanH.5879

DanH.5879

THammering 3 until you run out of initiative is essentially no different then just auto attacking in terms of fun, and it still means that you are left auto attacking while your initiative regenerates. .

wait, did’t they nerfed the skill by 15%? now the autoattack must be nerfed too ???

on topic: how about some trap love ? i find myself difficult to use them, and also for some reasons, when stepping on the far edge of the trap, it dissapears without apliying the effects to the user (victim)-(either bug, or aegis blocks trap effects or a doge through?). i also feel they are sub-par with other skills, and a bit more difficult to use/apply to the target properly.

(edited by DanH.5879)

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Posted by: Jiminy.8340

Jiminy.8340

I primarily use P/P for dungeons or champions/bosses in Orr. The set definitely needs some love in that there is no escape mechanism associated with the attacks. A cripple on body shot would help fill this role rather nicely.

Another condition such as weakness would be handy on unload also. As it is, it’s pure spam as the thief tries to spike for damage.

I’m in two minds about buffing headshot though. It is powerful, but I could see some extra utility such as a shadowstep 300 backwards as fitting right into the skill. Daze the victim and get out of there!

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Posted by: Nght.1735

Nght.1735

I would love to see more traps that cause conditions…. I have to agree, the Line trap doesn’t feel so great in open PvE or WvW, but makes for some good use in confined areas (dungeons) and some specific sections of WvW (gates into keeps.)

I flat don’t use any traps that teleport me…. it feels a lot less than 100% reliable and controlable.

In general, I kind of envy Rangers thier traps… not that I think thief traps should clone ranger traps, but I would love a trap that did a stationary version of Dancing Daggers…. maybe that’s too engineer turret like, but I think it would be a cool mechanic.

How many people use venoms asside from Spider Venom?

I base most of my Dungeon build on venoms. Along with venomous aura it spreads conditions nicely, as well as having the ability to shut down a boss for a total of 7 seconds

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Posted by: Ichishi.9613

Ichishi.9613

What I would actually love to see is the A-Net’s plans for changes. Or at least clearly state what they want to address. Not the sudden fix inc with zero description and 3/4 of fixes hidden away.
I would rather discuss fixes before they are forced onto anyone

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Posted by: Clovis.7386

Clovis.7386

I think that signets could use a utility trait similar to that of the elementalist “written in stone".

As a grandmaster trait it would make the active abilities on signets more useful since currently the only signet worth activating is the “infiltrator’s signet" for stun breaking. This would greatly improve “signet of malice" which heals for so little on activation, that it’s not worth the casting time when you lose the passive healing (increasing the recharge time slightly might be necessary).;

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Posted by: stof.9341

stof.9341

All signets are worth activating except maybe the Signet of Shadows but even so this is borderline. For the later, I’d rather take an AoE blind which could mean life or death and the additional 5 stacks of might and 2 initiative one can get from that can be worth it. When you are already stuck in a fight, the move speed is nice but not THAT important.

Signet of Agility, I actually take it more as a condition removal skill than the tiny crit chance boost.

The shadowstep signet one is awesome for good for both usages

And the Signet of malice is the only one I do NOT want to use but at times, my life is just plain too low and I have to take the time to use it to my great displeasure :/

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Posted by: Tulisin.6945

Tulisin.6945

Signet of Agility, I actually take it more as a condition removal skill than the tiny crit chance boost.

Properly synergized you get way more damage out of activating Signet of Agility than using the passive anyways, even over large timeframes.