What if Mug applied Bleeds?

What if Mug applied Bleeds?

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Posted by: Dee Jay.2460

Dee Jay.2460

Currently Mug is a big part of the “ZOMG Thief instant-gibbed me” combo.

What if instead of extra burst damage, Mug applied 5 Bleeds to the target?

Not only would this reduce burst damage significantly without hurting sustainable DPS, it would also thematically suit the Deadly Arts tree better which is more about Venoms/Conditions than burst.

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Posted by: Kurow.6973

Kurow.6973

Currently Mug is a big part of the “ZOMG Thief instant-gibbed me” combo.

What if instead of extra burst damage, Mug applied 5 Bleeds to the target?

Not only would this reduce burst damage significantly without hurting sustainable DPS, it would also thematically suit the Deadly Arts tree better which is more about Venoms/Conditions than burst.

Sure…when we take away all the other classes’ class specific damage abilities…starting with warriors. Have you seen the damage warriors do?

Use some common sense. People who use Mug are NOT all playing ermergad steal c&d bs to kill bad players.

Deadly Arts tree is just that…DEADLY ARTS…burst damage suites it perfectly considering it PROVIDES POWER!

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Posted by: Stiv.1820

Stiv.1820

Another patch goes by and no Thief nerfs. The QQ train rolls on. It will never end but I think Anet is sending a pretty clear message to the whiners patch after patch.

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Posted by: ComeAndSee.1356

ComeAndSee.1356

Mug has a 45 second cooldown. =/

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Posted by: Dee Jay.2460

Dee Jay.2460

Currently Mug is a big part of the “ZOMG Thief instant-gibbed me” combo.

What if instead of extra burst damage, Mug applied 5 Bleeds to the target?

Not only would this reduce burst damage significantly without hurting sustainable DPS, it would also thematically suit the Deadly Arts tree better which is more about Venoms/Conditions than burst.

Sure…when we take away all the other classes’ class specific damage abilities…starting with warriors. Have you seen the damage warriors do?

Use some common sense. People who use Mug are NOT all playing ermergad steal c&d bs to kill bad players.

Deadly Arts tree is just that…DEADLY ARTS…burst damage suites it perfectly considering it PROVIDES POWER!

Your logic is flawed.

People who use Mug outside of a Backstab build barely do any damage with it. I think it hits for roughly 800 on a typical Condition spec.

Deadly Arts also happens to provide Condition Duration and is thematically about Venoms.

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Posted by: Alex.6940

Alex.6940

Mug doesn’t really provide much in the way of sustainable damage. 1 attack every ~45 seconds gives very low dps; the traits only use is as a form of burst damage.

It would probably have to be a nerf in sustained damage as well though as you would have to balance it around condition thieves, who would benefit much more from the proposed change. On your average GC thief you would be doing half or less bleed damage with a shorter duration. Condition damage also has the issue of being able to be cleansed.

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Posted by: Kurow.6973

Kurow.6973

Your logic is flawed.

People who use Mug outside of a Backstab build barely do any damage with it. I think it hits for roughly 800 on a typical Condition spec.

You wanna bet?

It just sounds like you’re trying to favouritize your own build(s).

Also, I like how you admit it does low damage, yet try to suggest a nerf to it, simply because it does high damage on “Backstab build”.

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Posted by: ensoriki.5789

ensoriki.5789

Currently Mug is a big part of the “ZOMG Thief instant-gibbed me” combo.

What if instead of extra burst damage, Mug applied 5 Bleeds to the target?

Not only would this reduce burst damage significantly without hurting sustainable DPS, it would also thematically suit the Deadly Arts tree better which is more about Venoms/Conditions than burst.

Sure…when we take away all the other classes’ class specific damage abilities…starting with warriors. Have you seen the damage warriors do?

Use some common sense. People who use Mug are NOT all playing ermergad steal c&d bs to kill bad players.

Deadly Arts tree is just that…DEADLY ARTS…burst damage suites it perfectly considering it PROVIDES POWER!

Your logic is flawed.

People who use Mug outside of a Backstab build barely do any damage with it. I think it hits for roughly 800 on a typical Condition spec.

Deadly Arts also happens to provide Condition Duration and is thematically about Venoms.

Obviously unaware that the Sword sets are entirely power based and also use Mug to create semi-spikes where they would otherwise lack damage and can use it to capitalize on enemy mistakes. Such as leading in to near guaranteed flanking strikes, and chasing pistol whips.

The great forum duppy.

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Posted by: Void.4239

Void.4239

i’m a thief in pvp and i’m not afraid to say that the mug trait is OP compared to other 10 point traits.
i woudnt add 5 stacks of bleeding tho , 2-3stacks max or maybe 3 mights stacks instead of pure dps

i woud prefer the 3 mights stacks. it adds to conditioners and the crit builds ( so no1 will be left out )

Atm Mug adds to much dps to an already cool mechanic

lets see what thiefs mechanic realy does or can do

steal does:
- stun breaker( more or less )
- teleport
- skills stolen : mostly they add an advantage against the class you stole from ( some are beter then others but they are realy powerfull when used correctly )

steal can have added :

- 3 ini regen
- poison
- stealth
- mug dps => 1k-6k depending on build ( the max hit you can get with it is to high )

skill recharge is between 32-45 secs

again every thief that says mug is fine like it is = selfish and is afraid he will loos the advantage the skill brings with it.

we really don’t need the mug trait to be killers, but atm we forced to use it cause its just to OP

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Posted by: Doomdesire.9365

Doomdesire.9365

Poison is enough for me imo, but the more the merrier i guess…

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Posted by: Maugetarr.6823

Maugetarr.6823

Assuming that it’s on a GC build since you mentioned it being part of the onstage combo, let’s look at it this way: the thief, would have 100 condition damage only from the trickery traitline (since GC is mainly 30/30///* and has no reason to take condition armor/trinkets), which would add 5 damage per tick to the base bleed. With 5 stacks, that’s about 237 DPS, which would be less than one double strike of the autoattack chain which also has a good likelihood to crit on a GC thief, rendering it fairly useless. Comparatively speaking, a warrior stacks 8 bleeds with its sword burst + immobilizes the target for anywhere between 2-4 seconds. 5 points in deadly arts already gets you poison which has a base damage of 84 DPS, meaning it’s mainly useful for their healing being less effective on a GC build. This would simply shift mug to a condition build which would be SA>mug>C&D>SA (on a P/D build) allowing thieves to stack 15 bleed (just on par with ableed spec warrior) and just change which build is complained about the most. Like someone else mentioned though, this would hurt non-GC builds more like S/D where mug is only hitting for 2-5k every 45 seconds being primarily used as a finisher. Compare this with eviscerate on a GC warrior who could use it at full power every 10 seconds realistically and crit for 8k (conservatively speaking) that has a gap closer also built in (yes I know it’s only 300 range, but the warrior would already be in combat with you, had easy access to 30 second swiftness and can easily cripple/immobilize you with an axe)

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Posted by: Daecollo.9578

Daecollo.9578

Mug should knock people down and deal damage.

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Posted by: Void.4239

Void.4239

Assuming that it’s on a GC build since you mentioned it being part of the onstage combo, let’s look at it this way: the thief, would have 100 condition damage only from the trickery traitline (since GC is mainly 30/30///* and has no reason to take condition armor/trinkets), which would add 5 damage per tick to the base bleed. With 5 stacks, that’s about 237 DPS, which would be less than one double strike of the autoattack chain which also has a good likelihood to crit on a GC thief, rendering it fairly useless. Comparatively speaking, a warrior stacks 8 bleeds with its sword burst + immobilizes the target for anywhere between 2-4 seconds. 5 points in deadly arts already gets you poison which has a base damage of 84 DPS, meaning it’s mainly useful for their healing being less effective on a GC build. This would simply shift mug to a condition build which would be SA>mug>C&D>SA (on a P/D build) allowing thieves to stack 15 bleed (just on par with ableed spec warrior) and just change which build is complained about the most. Like someone else mentioned though, this would hurt non-GC builds more like S/D where mug is only hitting for 2-5k every 45 seconds being primarily used as a finisher. Compare this with eviscerate on a GC warrior who could use it at full power every 10 seconds realistically and crit for 8k (conservatively speaking) that has a gap closer also built in (yes I know it’s only 300 range, but the warrior would already be in combat with you, had easy access to 30 second swiftness and can easily cripple/immobilize you with an axe)

it was never the meaning for mug ( a 10 traits point add) to do more then 2k added dps on an already uber mechanic, the 5-6 k hits you can build to is something that needs a fix , read my post above if you want to know why its to much for the
mechanics of steal.
3 stacks of might for 15secs woud be alot more balanced then the huge spike it can bring now , steal realy doesnt need to do dps at all its just to mutch for 1 skill to have plain and simple

really wondering what is taking the devs so long to realize this. its an easy fix that doesn’t harm the class at all

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Posted by: Elthurien.8356

Elthurien.8356

Currently Mug is a big part of the “ZOMG Thief instant-gibbed me” combo.

What if instead of extra burst damage, Mug applied 5 Bleeds to the target?

Not only would this reduce burst damage significantly without hurting sustainable DPS, it would also thematically suit the Deadly Arts tree better which is more about Venoms/Conditions than burst.

Sure…when we take away all the other classes’ class specific damage abilities…starting with warriors. Have you seen the damage warriors do?

Use some common sense. People who use Mug are NOT all playing ermergad steal c&d bs to kill bad players.

Deadly Arts tree is just that…DEADLY ARTS…burst damage suites it perfectly considering it PROVIDES POWER!

Your logic is flawed.

People who use Mug outside of a Backstab build barely do any damage with it. I think it hits for roughly 800 on a typical Condition spec.

Deadly Arts also happens to provide Condition Duration and is thematically about Venoms.

You’re logic is also flawed. Deadly Arts is about power just as much as condition duration. Some traits augment venoms, while other traits augment direct damage.

The thief has enough bleed options, mug is fine as it is. As always people fail to see the root of the problem, which is critical damage. Critical damage is the problem attribute for all professions, it is the sole reason that every glass cannon has the option to do a one-shotting combo.

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Posted by: Rayya.2591

Rayya.2591

tbh i do not use mug, cause i consider it too weak, for 10 points in DA
how ever if mug would receive an damage nerf, bursts will suffer, If mug would not apply direct damage , burst build would not be viable anymore.

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Posted by: LOCO.1785

LOCO.1785

Q. What if Mug applied Bleeds?
A. I would not use it and choose to invest 10 points somewhere else.

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Posted by: Kurow.6973

Kurow.6973

Atm Mug adds to much dps to an already cool mechanic

lets see what thiefs mechanic realy does or can do

steal does:
- stun breaker( more or less )
- teleport
- skills stolen : mostly they add an advantage against the class you stole from ( some are beter then others but they are realy powerfull when used correctly )

steal can have added :

- 3 ini regen
- poison
- stealth
- mug dps => 1k-6k depending on build ( the max hit you can get with it is to high )

skill recharge is between 32-45 secs

again every thief that says mug is fine like it is = selfish and is afraid he will loos the advantage the skill brings with it.

we really don’t need the mug trait to be killers, but atm we forced to use it cause its just to OP

I’m not sure if you’re trolling or not. However, by the sounds of your comment though, it appears as though you actually don’t either play thief, or have personal grudge against the class.

Do you know what DPS means?…because it appears as though you do not, as you claim “Mug” to be a DPS skill.

Steal breaks stun? Since when?…teleport…good job, you ported right on top of me as the squishiest class in the game. Let me mop the floor with your face now (especially if you used steal to so called “break stun”).

I honestly don’t care how much they nerf thief at this point since I’ve long found a better class to play as. However, reading these nonsensical arguments and cries for unnecessary nerfs are really hard for me to ignore and turn a blind eye to.

I like a little challenge when I pvp, and the current thief is not a threat at all…and you want them to make it even weaker? That suites me fine, but it’s zero challenge for me. I’d rather go fight 3-4 people against me than fight a thief that I can roll effortlessly. If anything, DB spamming thieves are far more annoying to deal with than garbage BS thieves (which by the way are E-A-S-Y to kill)…and even then, DB thieves are still no threat…just annoying and time consuming to fight.

it was never the meaning for mug ( a 10 traits point add) to do more then 2k added dps on an already uber mechanic, the 5-6 k hits you can build to is something that needs a fix , read my post above if you want to know why its to much for the
mechanics of steal.
3 stacks of might for 15secs woud be alot more balanced then the huge spike it can bring now , steal realy doesnt need to do dps at all its just to mutch for 1 skill to have plain and simple

really wondering what is taking the devs so long to realize this. its an easy fix that doesn’t harm the class at all

Are you being serious?

(edited by Kurow.6973)

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Posted by: Alex.6940

Alex.6940

it was never the meaning for mug ( a 10 traits point add) to do more then 2k added dps on an already uber mechanic, the 5-6 k hits you can build to is something that needs a fix , read my post above if you want to know why its to much for the
mechanics of steal.
3 stacks of might for 15secs woud be alot more balanced then the huge spike it can bring now , steal realy doesnt need to do dps at all its just to mutch for 1 skill to have plain and simple

really wondering what is taking the devs so long to realize this. its an easy fix that doesn’t harm the class at all

It doesn’t add more than 2k dps, unless you’re confusing dps with base damage. Even if you could deal 6k damage with a critical hit from mug every 32 seconds with a 55% cirtical chance, that averages for about 150 dps.

You don’t want to over-nerf the ability to the point of being useless either, otherwise you may as well remove it. If you have 3000+ attack then 3 stacks of might is 105 more power, or roughly 3% more attack damage . If it’s up for only 15 seconds as well with a ~45 seconds cooldown then you’re averaging about 1% more damage overall.

Is the damage mug deals too high? Possibly, although i can’t say i have an issue with it when fighting thieves, but i don’t think the suggested changes would bring ‘balance’ to the profession.

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Posted by: Karolis.4261

Karolis.4261

Mug is fine as it is. Im a thief. I dont use mug.

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Posted by: Maugetarr.6823

Maugetarr.6823

it was never the meaning for mug ( a 10 traits point add) to do more then 2k added dps on an already uber mechanic, the 5-6 k hits you can build to is something that needs a fix , read my post above if you want to know why its to much for the
mechanics of steal.
3 stacks of might for 15secs woud be alot more balanced then the huge spike it can bring now , steal realy doesnt need to do dps at all its just to much for 1 skill to have plain and simple

really wondering what is taking the devs so long to realize this. its an easy fix that doesn’t harm the class at all

You could turn that right around though and say that’s exactly how it’s meant to be used since it is in the 10 point tier. As of now, any builds not specializing in burst have access to it, but they won’t do near the damage that a GC burst will. If they had put it at 20 or even 30 they would have been saying that it was only intended for burst builds. Changing the tier doesn’t translate to how useful a trait is. For instance, I think most of the useful traits in the shadow arts tree are located in the first tier. Moving mug to a later one would have limited available builds (maybe not significantly, but as least a little) and assured that every time it was used it would hit hard (instead of the wide range in damage from it you now). People tend to remember when they got hit by that huge 6k crit at the beginning of a fight a BS thief used, but they don’t remember the 2-3.5k hit a S/D thief threw in at the end as they started to run away.

3 stacks of might every 45 seconds would be virtually nothing also as a GS waste can get might on every crit or a vanilla warrior can get might on every block, not to mention fury and 3 stacks of might every 30 seconds for 30 seconds (or less of traited). A S/D ele can stack 6 area might using nothing but fire attunement and more with utilities. A SB thief comboing with any fire field can stack an insane amount of area might. A thief can also trait to gain might on the use of a signet, which can, in turn, also be traited to have a shorter CD. 3 stacks of might would be underpowered.

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Posted by: Daecollo.9578

Daecollo.9578

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

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Posted by: Kurow.6973

Kurow.6973

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

Yea…perma Fury & Might…just like those other classes.

No, I’m sorry, but Mug is fine as is.

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Posted by: Maugetarr.6823

Maugetarr.6823

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

See: Thrill of the Crime (Trickery V).
Edit: (Maybe that should be buffed instead)

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(edited by Maugetarr.6823)

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Posted by: Daecollo.9578

Daecollo.9578

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

See: Thrill of the Crime (Trickery V).

Thrill of the crime has might doesn’t it, why would Mug apply even more might?

based on the other ideas here, mine makes sense.

Thrill of the Crime can do damage instead.

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(edited by Daecollo.9578)

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Posted by: Maugetarr.6823

Maugetarr.6823

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

See: Thrill of the Crime (Trickery V).

Thrill of the crime has might doesn’t it, why would Mug apply even more might?

based on the other ideas here, mine makes sense.

Thrill of the Crime can do damage instead.

….wouldn’t we just be switching mug and thrill of the crime then from their respective trees into each other’s?

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Posted by: Daecollo.9578

Daecollo.9578

If it gave 30 seconds of fury and swiftness instead I wouldn’t mind.

See: Thrill of the Crime (Trickery V).

Thrill of the crime has might doesn’t it, why would Mug apply even more might?

based on the other ideas here, mine makes sense.

Thrill of the Crime can do damage instead.

….wouldn’t we just be switching mug and thrill of the crime then from their respective trees into each other’s?

Pretty much, but “2. To threaten or assault (a person) with the intent to rob: arrested the thief who mugged the tourists.”

Thats the description of the mug, which basicly means to punch them in the face as you rob them, making it anything else besides damage is pointless, if its bleeding, then it can be just simply cured off by the many condition removals the classes we have a hard time taking down would just be made harder to take down.

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Posted by: Maugetarr.6823

Maugetarr.6823

Pretty much, but “2. To threaten or assault (a person) with the intent to rob: arrested the thief who mugged the tourists.”

Thats the description of the mug, which basicly means to punch them in the face as you rob them, making it anything else besides damage is pointless, if its bleeding, then it can be just simply cured off by the many condition removals the classes we have a hard time taking down would just be made harder to take down.

Well then everything should be left as is. I think there has been a mixup along the lines here. As far as I can recall, TotC gives you might, swiftness, and fury, but I’m not at my computer to double check. Your original suggestion would have duplicated it, but for a longer time.

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Posted by: EasymodeX.4062

EasymodeX.4062

With 5 stacks, that’s about 237 DPS, which would be less than one double strike of the autoattack chain which also has a good likelihood to crit on a GC thief, rendering it fairly useless. Comparatively speaking, a warrior stacks 8 bleeds with its sword burst + immobilizes the target for anywhere between 2-4 seconds.

Bad comparison.

Steal is an instant ability and can deal damage simultaneous to your normal abilities.

Sword burst is a hilarious example, because it takes what, 1.5s or 2s or so to channel?

Perhaps you would like to refer to some instant traited damage proc from another class, such as the Mesmer damage-on-interrupt trait that deals up to 600 damage in a glass cannon build.

Edit:

Generally speaking, the power-based damage of Mug should be reduced by 50%, and Mug should apply 5 stacks of bleeding for 5s. This way the ability could be tuned to either build path with effective results (a power-based GC build would still net ~1400 damage from the bleeds, along with the benefit of a condition buffer).

If you can’t read English, please do not reply to my post.

(edited by EasymodeX.4062)

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Posted by: Maugetarr.6823

Maugetarr.6823

Bad comparison.

Steal is an instant ability and can deal damage simultaneous to your normal abilities.

Sword burst is a hilarious example, because it takes what, 1.5s or 2s or so to channel?

Perhaps you would like to refer to some instant traited damage proc from another class, such as the Mesmer damage-on-interrupt trait that deals up to 600 damage in a glass cannon build.

Edit:

Generally speaking, the power-based damage of Mug should be reduced by 50%, and Mug should apply 5 stacks of bleeding for 5s. This way the ability could be tuned to either build path with effective results (a power-based GC build would still net ~1400 damage from the bleeds, along with the benefit of a condition buffer).

Well maybe you would prefer me comparing it to riposte. 4 stacks of bleed and a block on top of that, with an easy way to extend bleeds 50% longer and a 33% chance to cause bleeding on a crit. Not even to mention that condition damage is tied to the accuracy trait meaninig that it synergizes with the traitline in a way mug wouldn’t if it were changed. It would be 1250 damage in total ((42.5+(150*.05))*5*5) traited 15 into condition damage with 5 stacks of bleed for 5 seconds. The warrior with the same condition damage using riposte, untraited in bleed duration, would deal 2400 damage. Yeah, there are a few more skills I could have compared it to like elementalist arcane spells, but I thought comparing an F1 ability would be a more fair comparison. Yes the warrior skill has a channel time, but it has a snare attached to it as well, and if traited so can be used every 8 seconds stacking up to 12 bleed at full adrenaline, not including the additional bleed stacks from the crit chance. All this doesn’t even include the autoattack chain bleed damage which puts a single bleed on 2/3 hits for 8 seconds each. I will state again 5 stacks of 5 second bleed in a traitline unrelated to condition damage, on a 45 second (39 ish if we keep with the assumption of 15 in trickery) would be severely underwhelming.

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Posted by: Daecollo.9578

Daecollo.9578

Mugging someone is basicly punching them in the face and stealing from them, how would bleeds apply to this, most muggers don’t want to bleed people, that would leave evidence, and may have a lot more after them.

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Posted by: EasymodeX.4062

EasymodeX.4062

Well maybe you would prefer me comparing it to riposte. 4 stacks of bleed and a block on top of that, with an easy way to extend bleeds 50% longer and a 33% chance to cause bleeding on a crit.

Riposte. Right. A weapon skill that takes a half second to take effect then another half second to activate as a defensive counter. I thought we were talking about Mug, not Flanking Strike?

That makes tons of sense. Let’s compare it randomly to D/D 3, or Pistol Whip.

Or let’s bring in random Elite skills to compare it to for no apparent reason.

Got a better idea: let’s stick to damage that results from traits that is instant.

All this doesn’t even include the autoattack chain bleed damage which puts a single bleed on 2/3 hits for 8 seconds each.

Autoattack chain.

This is an excellent comparison to … Dagger1?

I thought we were talking about Mug? What?

I will state again 5 stacks of 5 second bleed in a traitline unrelated to condition damage, on a 45 second (39 ish if we keep with the assumption of 15 in trickery) would be severely underwhelming.

That’s nice. How about you read my post before responding next time. I suggested a 50% power damage nerf, leaving it at ~1.5-2k (3-4k crits) with the 5 stacks of bleed on top. E.g. 3k-5.5k for both power and condition builds.

All this for a 10 point trait. Seems a lot more sensible than the lulz trait it is now.

Edit:

Better yet, instead of the bleeds, have it apply 3 stacks of Confuse for 5 seconds.

If you can’t read English, please do not reply to my post.

(edited by EasymodeX.4062)

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Posted by: Maugetarr.6823

Maugetarr.6823

Well maybe you would prefer me comparing it to riposte. 4 stacks of bleed and a block on top of that, with an easy way to extend bleeds 50% longer and a 33% chance to cause bleeding on a crit.

Riposte. Right. A weapon skill that takes a half second to take effect then another half second to activate as a defensive counter. I thought we were talking about Mug, not Flanking Strike?

That makes tons of sense. Let’s compare it randomly to D/D 3, or Pistol Whip.

Or let’s bring in random Elite skills to compare it to for no apparent reason.

Got a better idea: let’s stick to damage that results from traits that is instant.

All this doesn’t even include the autoattack chain bleed damage which puts a single bleed on 2/3 hits for 8 seconds each.

Autoattack chain.

This is an excellent comparison to … Dagger1?

I thought we were talking about Mug? What?

I will state again 5 stacks of 5 second bleed in a traitline unrelated to condition damage, on a 45 second (39 ish if we keep with the assumption of 15 in trickery) would be severely underwhelming.

That’s nice. How about you read my post before responding next time. I suggested a 50% power damage nerf, leaving it at ~1.5-2k (3-4k crits) with the 5 stacks of bleed on top. E.g. 3k-5.5k for both power and condition builds.

All this for a 10 point trait. Seems a lot more sensible than the lulz trait it is now.

Edit:

Better yet, instead of the bleeds, have it apply 3 stacks of Confuse for 5 seconds.

You misunderstood my point. 5 stacks of bleeds is nothing, especially to a GC build which is going to put minimal points into condtion builds. If you read through the rest of the thread, the “lulz trait” you are talking about is just decent in non-glass builds which is probably why it has not been nerfed at this point. And yes, I will compare it to weapon skills to demonstrate how meaningless 5 stack of bleed is for a profession mechanic when said weapon skills can easily outclass the suggested “fix” with no effort and double the availability to use.

Edit: I would also like to point out that my original comparison was between F1 skills which you rejected because of channel time. Furthermore the quotes you cherrypicked were to demonstrate the availability of bleed. I will stand behind the original comparison though with the warrior sword burst since the snare makes up for any channel time and it can be used 4-5 times in the amount if time mug can be used once.

Blank Players [BDL]-Anvil Rock
Maugen Rawr- Thief/Ele
Rebalance Ideas for Thief

(edited by Maugetarr.6823)

What if Mug applied Bleeds?

in Thief

Posted by: skupuz.6940

skupuz.6940

i’m a thief in pvp and i’m not afraid to say that the mug trait is OP compared to other 10 point traits.
i woudnt add 5 stacks of bleeding tho , 2-3stacks max or maybe 3 mights stacks instead of pure dps

i woud prefer the 3 mights stacks. it adds to conditioners and the crit builds ( so no1 will be left out )

Atm Mug adds to much dps to an already cool mechanic

lets see what thiefs mechanic realy does or can do

steal does:
- stun breaker( more or less )
- teleport
- skills stolen : mostly they add an advantage against the class you stole from ( some are beter then others but they are realy powerfull when used correctly )

steal can have added :

- 3 ini regen
- poison
- stealth
- mug dps => 1k-6k depending on build ( the max hit you can get with it is to high )

skill recharge is between 32-45 secs

again every thief that says mug is fine like it is = selfish and is afraid he will loos the advantage the skill brings with it.

we really don’t need the mug trait to be killers, but atm we forced to use it cause its just to OP

Other classes “F” abilities

Ele:
-AOE Might/Protection/Regen/Swiftness
-With battle run can keep 9 stack of might up perm
-The highest CD you will get is 15 sec

Ranger:
-Pet class
-Pet abilities
-Quickness
-Boons
-10 sec CD

Necro:
-Another bar of health
-Fear
-Boons
-10 sec CD

Warrior
-High Damage
-Range Knockdown
-Boons
-Immo + Condition Damage
-10 sec CD

Guardian
-Boons, Burning, healing, blind, etc
-CD varies

Engi
-Boons and utilities

Mesmer
-High AOE Damage 10 sec CD
-Daze
-Inv
-Confusion

Thief
-45 sec gap closer with Damage and bundle item

Thief have the highest CD of all F1 abilities. Only some stolen items are useful.
It is useful for its gap closer and burst damage. It is in line with other classes’ F1 abilities.