So, I’m going to go ahead and list my expectations for the January 2013 patch. They are primarily Thief fixes (focusing entirely on sPvP), with a few general game fixes. Agree or disagree, please be polite in your responses – I’d love it if Anet could use this as a benchmark for progress.
1)Dagger/Pistol
- The root on hit of shadow shot needs to be removed- what is the point of a gap closer that allows your target to open up the gap again?
2)Sword/Pistol
- Something needs to be done with Pistol Whip. It has a list of small issues that make it a waste of initiative in most scenarios. It does less DPS than auto attack. The last few swings can be walked out of. The root begins after the stun attack has completed, but the evade doesn’t kick in until the first swing (which is a big window for a squishy class like thief). There are many potential solutions; I’m not going to suggest any, but it needs something.
- Black powder needs something small – either a small damage bump, a very slightly bigger AoE, or to have its init cost reduced to 5. Half of a standard initiative bar for a smoke AoE that any130 range melee classes can stand outside of and still hit you is a bit much.
3)Sword/Dagger
- Flanking strike is just a mess. Its like Pistol whip’s loser brother. The pathing/targeting is no where near as good as the ranger equivalent. The overall damage for the skill is subpar for time and initiative spent (in a set that already has poor damage options). The evade portion of the skill is gone well before the second (and more powerful) strike lands, leaving the thief open for a beating. Due to the length of the animation, the “boon removal” part of the first strike is kind of pointless (In the current meta anyway); Any class that is boon reliant is applying them constantly – flanking strike is a good way to ensure your target has 2 or 3 less boons then they’re used to, but it just isn’t usable as a means of stripping boons from a target completely (due primarily to the long animation time of the skill, and to a lesser extent the init cost). Fixing this would require playtesting, so I’m not going to make any suggestions, but there’s no question this needs to be adjusted.
4)Dagger OH
-Dancing dagger was over zealously nerfed. While I agree it needed some adjustment, 50% of the damage was an extreme overcompensation for a company that claims to like to make “small, consistent changes”. There’s 2 easy ways to fix this.
a)restore 25% of the damage (making it a 25% damage nerf from the original DD damage).
b)Leave the damage as it is now, but remove the cast time, reduce the init cost to 3, speed the projectile up, and reduce the cripple to 4s base.
I prefer option B, that way DD can be used as it was apparently intended, as a utility. Its current incarnation is easily dodged, init expensive, and does kitten damage – you’re better off just hitting HS most of the time.
5)Pistol/Pistol
- Dev’s, we don’t care that you like Body Shot; its worthless. I know that seems harsh, but we’ve had numerous posts on the boards, showing mathematically how worthless body shot is as a weapon skill, and its still there, patch after patch after patch. It is a mathematically provable waste of initiative in 98% of scenarios, yet the dev team clings to the skill for some unknown reason. This is a major deal, and ties in to my next point
- Pistol/Pistol is a confused, poorly designed weapon set. With Body shot being a mathematically provable waste of initiative, We’re left with Vital shot (and sneak attack), and Unload; 2 polar opposite skills. Vital shot (and sneak attack) are condition damage attacks, they gain very little from high power/crit. Unload is a Power/crit attack…and gains absolutely nothing from condition damage. What? Headshot and Black powder shot are good utilities, but they’re just that; utilities. Their damage doesn’t contribute meaningfully no matter what the spec’s focus (either condi or power/crit). Fixing body shot into something useable would at least help nudge the set toward coherency.
- Pistol/Pistol has ZERO access to any of a thief’s survivability mechanics. Any dagger OH spec has access to stealth. Any sword MH spec has access to Infiltrators strike. Even Dagger/Pistol can access stealth via Black powder->HS. Pistol/Pistol has no built in access to stealth and no escapes, making for a very easily caught, squishy thief.
6) Obstructed
- Its been 4 months – Ranged combat should work. There’s really no excuse. I’d say about 20% of the time, my ranged attacks are “Obstructed” or “Out of Range” for no reason whatsoever. That number should be 1%. Who wants to play a game where the mechanics cant be trusted to be consistent?
Please add or comment as you like, but keep things civil.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
(edited by evilapprentice.6379)