Infiltrator’s Return
2) Mostly in PvP, this skill can no longer be used by S/D thieves to teleport stomp someone. This is actually the more impactful moment as it occurs more often, but I think it puts the burden on these players to run a second weapon set that can help them in these situations (OH pistol for instance.)
Jon
Infiltrator’s Return
First, point 2 is simply not true. I’m becoming more and more convinced that no one actually plays Thief on the balance team. It’s just that class where everyone on the team is like, “Well I’ve been playing my mesmer, been a few months since I’ve logged on my old thief…” plays their Thief for 10 minutes “Well that was nice, back to mesmer.”
Sir, the skill you are thinking of is the utility “Shadowstep”. It has a 50 second base cooldown with a stunbreak on the step and return, with the return removing 3 conditions (because they can’t just lay that right back on and twiddle their thumbs for a few more seconds, right?)
Here are the steps for the stomp you mentioned:
1. Start stomp
2. Shadowstep away (again, the utility skill)
3. Wait for stomp channel to almost finish
4. Shadow Return back just before channel finishes (did I say utility)
Now, its not impossible to do this using infiltrator’s strike, but you would need to:
1. Infiltrate into the downed player
2. Hope player is also a thief, and teleports where you came from
3. Do steps 3 and 4 from the Shadowstep method
OR (WHOA TWO METHODS)
1. Infiltrate on top of the downed player, so your return is at their location
2. Avoiding redundancy, use Infiltrator’s Signet on a faraway target
3. Do steps 3 and 4 from the Shadowstep method
Beyond this, being unable to return after incoming CC (which actually requires to have been set up beforehand, contrary to popular belief) will assure the thief’s death, especially if you have more than one stun. Why, we may die faster than Warrior before “You can make all the mistakes you want against power builds, honey” Signet.
Here’s the thing:
Thieves and Guardians both have very low health pools. Guardian has a plethora of defensive and healing abilities to both mitigate and recover from hits to counter this. Thief is supposed to be the opposite, using a plethora of mobility skills to counter this. Without being able to use mobility to avoid the damage, the thief will die much faster than any other class relying on a hard cooldown stun break because of this health pool
Push for Hard to Catch
Instead of saying this trait is garbage, like many have accurately stated already, I’m going to break it down for you using the G.A.R.B.A.G.E. system.
G.reat for getting yourself killed: it triggers with stability on, is not controlled by the player, AND does not actually remove that which it sets out to protect you from.
A.lready put all the reasonably useful points into that tree. Feline Grace is at 15, this would require 20
R.eally long cooldown compared to what it actually does, which previously could be managed by the player through smart use of initiative management and upkeep of setup requirement
B.oon isn’t that great because it’s only useful for travel out of combat in the context of having teleports and some leaps to close gaps, and stealth to escape
A.ssassin’s reward, which isn’t that great already, would easily beat out this skill in this tier even before the negligible buff. (yeah, lemme just grab some healing gear for my thief)
G.ood boon alternatives to support the thief mobility design, such as vigor, would be given a lower amount anyways in light of the recent vigor nerfs across the boar-OH WAIT, forgot about mesmer vigor.
E.veryone who actually plays the thief has always said how useless this trait has always been, yet here you are, acting like this is some amazing reworked trait when in fact nothing has changed about it functionally.
I end this section with two questions:
1. Did the guy who designed “Tow Line” (Thief spear #4) design this trait?
2. How many more weeks until “Tow Line” is finally renamed to “CC Yourself”?
Conclusion/Seriousness
Jon, after all I have said, I do need to add that most of what you said was very true and well thought out. Specifically, the change to Infusion of Shadow is easily one of the most fair and balanced changes to the thief. However, I can’t just stay silent when some of the points have revealed nothing but blatant neglect regarding balancing the thief to compete in a meta they already have virtually nothing they really do better than other classes. (Distortion stomp?)
TL;DR
Nothing new for people who actually play Thief.
(edited by Ravoku.1852)