Do you realize that you have done far more than just make a thief disappear less often?
One second extra on the revealed debuff does not address the problem that most people are having with thieves in WvW and PVP. A burst thief still exists and will still most likely one shot you, the only thing he can’t do is go back to stealth as quick to stomp. Culling was a large reason thieves were able to move around packs in WvW. The instant burst problem was allowing steal to remain off the GCD when MUG is traited. Make it where when using MUG stops other animations or has to wait until others are finished.
Adding 1 second to a 3 second buff is putting many abilities on a much longer cooldown without allowing any damage to make up for it. This also increases the cost to damage ratio of CnD and any stealth ability.
Shadow Arts is an entire trait line dedicated to a skill that obviously is loved/hated by the community, but in many ways is our best/and only support ability. Thieves already take a huge dps nerf waiting in stealth in both pvp and pve. Now the abilties that harmonize with it will suffer. In PVE especially stealth is our saving grace, and now we will easily be the brunt of more attacks. We only get so many dodges. Are we just supposed to GS warrior everything?
Traits:
Now shadow protector cannot be used in such quick succession (not a large loss, but no healing compensated here).
Shadow’s Embrace being one of our main ways of removing reapplying damaging conditions to our already low HP pool. Making S/x our best way of removing conditions anymore which can be very initiative heavy or prevent use of many other skills).
Infusions of shadow will now obviously proc less often, lowering the overall dps of CnD.
Cloaked in shadows recieves a huge nerf. Now only being able to proc every 4 seconds instead of 3. Over any lengthy fight, this can be a very big deal.
Patience and Shadow Rejuventation also will be Healing/Regen Initiative less.
Hidden Assaassin will now lower might stacking for the build (although the potency of using it in shadow’s refuge will still remain strong).
Most of the shadow art’s trait line has just suffered several nerfs from 1 problem.
Hidden Killer also comes in, taking away more guaranteed crits from builds that rely on it and stealth to prevent having to stack precision.
Fleet Shadow, small nerf to mobility. I found this talent extremely useful with my S/D build.
Weapon sets.
S/D builds will daze 1 second less often.
P/D will now have to wait longer to keep bleeds stacked and dps nerf as skill 1,2 can be lackluster.
D/D obviously will not be able to backstab as often, dps nerf.
D/P small nerf to dps using combo field, although speccing heavy into initiative regen builds that may use this to blind often will suffer more.
So far I see nothing to compensate the thief for being exposed more often especially after having an entire trait line and several weapon sets that seem dedicated to the idea of being elusive. If you want thieves to be seen more often then corresponding skills should have been buffed and tweaked to keep their effectiveness.
Stealth was also one of our powerful “dodge” mechanics. I think most would agree this class must dodge to survive more than many others, while having half of our weapon set be in melee range. At the very least the dodge bar for thieves could have been increased to 3 or 4 instead of 2, and the stealth weapon skills could have a damage/duration buff.
I just fill this is a very very bandaid fix on top of a culling issue.
(edited by dirtyshame.1863)