pre-ordered HOT at this point,
save yourself the money and don’t bother.
Pistol Whip – Remove the daze + evade, increase the damage by 20%.
We already have an interrupt ability (Head Shot), and we already have a survivability tool (Black Powder). Seems redundant for PW to have a daze and evade. S/P needs a damage dump, and that is what Pistol Whip needs to be.
We’d get eaten alive due to the root and channel- PW would be a clarion call to any burst setup to maul us, because we’d be sitting ducks without the evasion. There’s literally nothing worse a thief can do then broadcast to the enemy team “Ima just stand here for a second, totally visible”. Without the stun we also wouldn’t have any way to prevent an opponent from just walking out of the swings (like they already do when the stun wears off, but the stun at least forces them to take a few of the swings)
100b has the same issues, the difference being that 100b can actually deliver relevant damage when used tactically, PW cannot. Removing the stun is not an issue because you should not be using PW without Haste anyway, it does less/the same damage than auto-attack while rooting you in place. PW + Haste + SoM is the only possible use I can think of for PW in PVP, of which the stun + evade are irrelevant due to how fast the attack is performed (or at most, near-irrelevant). By buffing the damage and removing the stun/evade, you are actually opening it up to be used in more situations other than being coupled with haste + SoM.
Warriors have ~8k more health to soak up damage, stronger heal options (understandably for their larger base health pool), and options for immune skills and blocks. Buffing the damage (and delivering it faster by dropping the stun swing) will turn it into a HB’s copy – Scorpion wire, haste, PW spam til dead. I 100% agree that PW needs something to be effective, but I dont think this is it.
backstab nerf 30%
The problem with that is the squishes with only 12K HP will still die
5K stealth
5K cnd
7K BS
Until people actually stack some vitality and toughness(or, learn how to use effective defense skills), they will always have a problem with thief.
In relation to pistol MH; I’d love to see Sneak Attack have its physical damage raised to be halfway between the two sides of Backstab damage and the bleed lowered proportionally, take the bleed of Vital Shot and add it to Body Shot while taking the vulnerability of Body Shot and adding it to Vital Shot.
End result:
Vital Shot does extra direct damage + 1 stack of vulnerability
Sneak Attack does less bleeding damage and more physical damage
Body Shot becomes a bleed based initiative dump
P/D and P/P become viable for both burst and condition damage
Also… fix culling so that people have less to complain about for thieves in WvW, maybe then people will realize that thieves aren’t the “easy god-mode” they’re made out to be.
(edited by Coffeebot.3921)
Dancing Dagger was OP but nerfing it 50% makes it underpowered. 25% should have been the nerf. It also is a semi AOE and by nerfing this so much it gives P/D virtually no decent AOE.
Flanking Strikes the easiest fix would be to remove the casting time to make it a successful dodge. Shortbow’s dodge has a casting time but that is acceptable since its range. Sword is melee and this casting delay makes it worthless (a theif is squirrly and hard to catch).
Body shot needs something. Drop casting time from 1/2 to 1/4 or increase vuln stacks (or duration significantly, maybe 6 to 10 secs) or add bleeds.
(edited by nalovas.5961)
Introducing a sword offhand.
/Signed
As for S/P, S/D: rework pistol whip to be exactly the same as Blurred Frenzy, instant and convenient, flanking strike should be exactly the same as serpent’s strike, just with an off hand poke and without the snake.
I play a thief and a Mes Blurred frenzy=Heartseeker imo. And The extreme over poweredness that thieves get with backstab and steal in WvW is kinda nuts…
I don’t know what to expect out side of nerfs that are unwarranted.
What I think they need to do is change stealth to be like displacement from d&d you can see me (slightly faded out or shadowy) but all attacks have a high miss chance. The biggest complaint we get isn’t the damage we do but the fact we can’t be seen. So let people see us but have a hard time hitting us. Course it would also have to last longer so it would take a lot of testing . The up side is our traits wouldn’t need to change much to do this.
If they want to start nerfing damage then we better not be they only class on the chopping block. 100 blades and kill shot are one hit kills right now too so…
Bump bump bump especially the S/D change. Useful is better than useless.
As a Thief mainly into PvP I don’t think we need many changes, we’re almost in final state.
Some things that need fix:
- The bug where you are stealthed but your character remain visible needs to go.
- Culling needs to go.
- Dancing Dagger damage was grossly overnerfed.
- Body Shot needs a rework.
- Flanking strike needs to be fixed.
In relation to pistol MH; I’d love to see Sneak Attack have its physical damage raised to be halfway between the two sides of Backstab damage and the bleed lowered proportionally, take the bleed of Vital Shot and add it to Body Shot while taking the vulnerability of Body Shot and adding it to Vital Shot.
End result:
Vital Shot does extra direct damage + 1 stack of vulnerability
Sneak Attack does less bleeding damage and more physical damage
Body Shot becomes a bleed based initiative dump
P/D and P/P become viable for both burst and condition damageAlso… fix culling so that people have less to complain about for thieves in WvW, maybe then people will realize that thieves aren’t the “easy god-mode” they’re made out to be.
Vital shot just needs to be fixed but I rather have bleeding on it than 1 stack of vulnerability. Who even traits anything to do with vulnerability unless its like really good. Adding bleed to body shot is not going to make a P/D use it because of the init cost.
Not to seem trolling but do you even know how condi works in this game?
Bleed damage lowered on Sneak attack what? Your bleed damage is based on YOUR condi damage you know? If you have no condi damage on your gear at all you can make your bleeds do 56 damage just with only like 15 points in trickery. You want less bleeding damage don’t where condi gear o.O.
In relation to pistol MH; I’d love to see Sneak Attack have its physical damage raised to be halfway between the two sides of Backstab damage and the bleed lowered proportionally, take the bleed of Vital Shot and add it to Body Shot while taking the vulnerability of Body Shot and adding it to Vital Shot.
End result:
Vital Shot does extra direct damage + 1 stack of vulnerability
Sneak Attack does less bleeding damage and more physical damage
Body Shot becomes a bleed based initiative dump
P/D and P/P become viable for both burst and condition damageAlso… fix culling so that people have less to complain about for thieves in WvW, maybe then people will realize that thieves aren’t the “easy god-mode” they’re made out to be.
Vital shot just needs to be fixed but I rather have bleeding on it than 1 stack of vulnerability. Who even traits anything to do with vulnerability unless its like really good. Adding bleed to body shot is not going to make a P/D use it because of the init cost.
Not to seem trolling but do you even know how condi works in this game?
Bleed damage lowered on Sneak attack what? Your bleed damage is based on YOUR condi damage you know? If you have no condi damage on your gear at all you can make your bleeds do 56 damage just with only like 15 points in trickery. You want less bleeding damage don’t where condi gear o.O.
You might prefer having a bleed stack that does ~200-250 damage on vital shot, but anyone that uses a bleed build that isn’t you will be annoyed that you are taking up potential bleed stacks, you say you would prefer vital shot to be “fixed” but nothing besides after-cast delay is “broken” (and the after-cast delay affects many many skills from all classes), my suggestion makes a clear distinction between what is useful for condition builds and what is useful to non-condition builds. The vulnerability I suggested would essentially do BETTER than the current body shot and allowing body shot to become an initiative dump for condition builds would give them something to DO… besides passively waiting to stealth for a Sneak Attack.
It’s not so much “less” condition damage that I want, but rather a situation where the weapon combinations that DON’T use condition damage don’t require the use of some skills that do use condition damage, as to why, on my condition warrior it’s a real pain to have bleed stacks taken up by other people who are doing less than 50% of my damage per stack.
RE: Sneak attack, it’s presently more useful to condition builds because it does 5x the bleed damage of Vital Shot but only 3x the direct damage, essentially I’m saying make it do 4x each damage type which makes it more useful for burst builds and nerfs it slightly for condition builds, although my justification for a nerf is because Body Shot would become better than CnD+SA, so it’s a preemptive nerf for when people will complain about it in WvW.
Make pistols Vital shot be like rangers Crossfie skill.
vital shot problem solved !
Some other problems, like how signet of agility states it will cure a condition for each nearby ally when activated, is either bugged or wrongly worded, as it will only cure one condition, regardless of how many allies are within the specified range.
It’s worded wrongly, the signet cures a condition FROM each nearby ally. Not “for”
So it’s a team skill.
Have a feeling they’re going to do something to mug, change it to master or nerf it
please no, please please no.
I’d like to see a trait that boost sword dmg, currently there are skills that do that for pistols and daggers, it’s only fair sword gets some love too.
Change S/D to a more fun, dynamic and effective option? Please?
Change S/D to a more fun, dynamic and effective option? Please?
The Daze reduction (coupled with the unjustified CnD and DD nerfs) is just baffling. I’ve said contrary in the past (before I tried S/D in a more competitive environment), but after trying it out, I just have no idea what Anet is thinking. S/D currently has the absolute worst burst of any thief spec (Worse than the underpowered and poorly designed P/P, and if I recall we’re supposed to be the squishy burst class). Reducing the daze length removed all skill from the setup – you can no longer use the spec to outplay an opponent.
The daze does not last long enough to do anything useful; you can’t burst your opponent in that time (because you have no burst), and your other skills are all utility oriented. Your target is already dazed, most situations you’re not gaining much by immobilizing or crippling them (there’s some possible teamfight benefits to doing these, but you’d probably help your team out a lot more if you just ran D/D and Backstabbed instead)
You’re essentially trading the strong burst of D/D (Backstab, heartseeker), for a 1.5 second daze. It’s an extremely poor tradeoff.
A handcup of nerfs without any real compensation. You heard it here folks!
What i’m hoping for is a real buff to p/p.
Fixing ankle shots so it actually cripples for 3 seconds. 1s cripple on a 10s cd is ridiculous.
Vital shot needs to be faster or increase the amount of bleed stacks + duration.
Body shot needs to go, waste of initiative. Make this an aoe, 2 pistols with no aoe? so bad.
Black powder should stealth, it makes no sense for p/p to have sneak attack with no access to stealth.
Head shot needs a damage increase.
Longer range too.
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