the incomming boost
We’ll get a boost in pistol/dagger QQing.
Stealth will never get boosted, especially since it got its duration cap nerfed down just a few weeks ago. Beyond that, who knows. I’m guessing Traps will get a boost since that was almost a universal response. Other than that, I’m guessing that weapons sets like P/P and maybe Venoms will get some kind of boost.
P/P will now ignore total armor of the opponent ahahah (dreaming)
What you guys belive
Our stealth will be boosted?
Our initiative regen will be boosteD?
Our defence / endurance ?
or normal attacks /condition damage?
Moderators told we will have finaly our pie, backstab get decreased and we get an compensation.
In wich point we will get our compensation?
where did they say that backstab will get decreased?
What you guys belive
Our stealth will be boosted?
Our initiative regen will be boosteD?
Our defence / endurance ?
or normal attacks /condition damage?
Moderators told we will have finaly our pie, backstab get decreased and we get an compensation.
In wich point we will get our compensation?where did they say that backstab will get decreased?
https://forum-en.gw2archive.eu/forum/professions/thief/Backstab-time-to-nerf/page/2#post601420
but we dont know if backstab is considered a raw spike damage
but what i think is they will tone down the damage of auto attacks?
Backstab is considered to be alpha strike damage in sPvP, which is why it’s currently on the chopping block. This already happened to Assassin’s Signet and Pistol Whip, so it’s really not surprising.
I’ve never heard anyone complain about the (non-stealthed) auto attack damage of a Thief, so I’ve been completely shocked to see that get penalized in any kind of way.
Have it so your flips don’t send you hurling off a mountain cliff…..Only downside of a thief, half of our skills can kill us. lol
well, it is the incoming nerfs (again), rather than boosts imo
The boost is going to be in autoattacks, autoattacking on thief will be the best way to do dps on thief, like it already is for sword, and already is for pistol/dagger.
The boost is going to be in autoattacks, autoattacking on thief will be the best way to do dps on thief, like it already is for sword, and already is for pistol/dagger.
Anet stated that they don´t want it this way, hence they´ve done it for the S/P weapon set. I´m kinda confused about this
The boost is going to be in autoattacks, autoattacking on thief will be the best way to do dps on thief, like it already is for sword, and already is for pistol/dagger.
Anet stated that they don´t want it this way, hence they´ve done it for the S/P weapon set. I´m kinda confused about this
But autoattack is the best dps for S/P.
The boost is going to be in autoattacks, autoattacking on thief will be the best way to do dps on thief, like it already is for sword, and already is for pistol/dagger.
Anet stated that they don´t want it this way, hence they´ve done it for the S/P weapon set. I´m kinda confused about this
But autoattack is the best dps for S/P.
I haven´t said that it isn´t, did you read my reply? :-)
I´m curious what they have prepared for us, but I expect another wall of crying on these forums (probably about D/D or P/D condition builds), so nothing will change here….
The boost is going to be in autoattacks, autoattacking on thief will be the best way to do dps on thief, like it already is for sword, and already is for pistol/dagger.
Anet stated that they don´t want it this way, hence they´ve done it for the S/P weapon set. I´m kinda confused about this
When was that said? P/D has been forced into auto-attacking for damage from the very beginning. Not even because of underpowered attacks like S/P, but simply because it was never really given other attacks. They just aren’t there, which is more than just an oversight or balancing mistake.
The boost is going to be in autoattacks, autoattacking on thief will be the best way to do dps on thief, like it already is for sword, and already is for pistol/dagger.
Anet stated that they don´t want it this way, hence they´ve done it for the S/P weapon set. I´m kinda confused about this
When was that said? P/D has been forced into auto-attacking for damage from the very beginning. Not even because of underpowered attacks like S/P, but simply because it was never really given other attacks. They just aren’t there, which is more than just an oversight or balancing mistake.
I think that I read it somewhere on the forums on the devs post, not sure where though….
Also it doesn´t really make sense because some weapon sets are in the autoattack-phase even now….
There’s only 2 ways nerfing our burst wont ruin the class entirely
1) Condition damage gets revamped as a whole, and additionally thief gets slightly more access to conditions (some way to burn/confuse, access to poison on P/P, P/D)
2)We gain access to survivability boons/abilities. If we lose our burst but aren’t given access to at least protection, and probably some form of access to stability, aegis, or an immunity/block utility, we’ll be pointless.
Thieves go burst because when a Melee turns into an AoE kittentorm, our only option is to shadowstep out, and switch to Shbow. I’m not claiming Shbow is ineffective, but nobody switches to it in order to burst a target down. Its there so we can actually affect fights bigger than 1 on 1 or 2 on 2 without getting destroyed by AoE attacks.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
but we dont know if backstab is considered a raw spike damage
but what i think is they will tone down the damage of auto attacks?
I’ll be shocked if they nerf autoattack damage and leave backstab like it is.
Autoattack isn’t raw spike damage.. raw spike damage is another way of saying burst damage, which would be what the mug→cnd→backstab combo is.
Personally? I think the best fix would be drop the damage on mug significantly and add either a short knockdown or stun to it. Would give us a little bit more control, which we currently lack, and we cut down on the burst damage that the combo provides.
‘Course, from some posts I’ve read, what I think they’re probably going to do is just destroy the ability to preload a cloak and dagger and then steal, which I think is an absolutely silly way to handle it, because that nerfs every single build that makes use of that combo, when that combo is ONLY devastating when used by one build.
Backstab needs two preconditions to fill: Be in stealth and behind your opponent. It should have high damage considering just how positional it is.
“Personally? I think the best fix would be drop the damage on mug significantly”
Time to replace it with whatever then.
Mug is one of our only “good” Traits… lol.
https://twitter.com/TalathionEQ2
remove the damage of the mug
instead give it 5 stacks of bleed
remove the damage of the mug
instead give it 5 stacks of bleed
Sets a bomb in the targets bag and sets them on fire.
https://twitter.com/TalathionEQ2
remove the damage of the mug
instead give it 5 stacks of bleed
Sets a bomb in the targets bag and sets them on fire.
Or mug = like cast it and enter the opponents body for 3 seconds and explode 600 aoe that gives bleed around enemies for 5 secs
We don’t need anymore bleed, we need fire.
https://twitter.com/TalathionEQ2
Getting rid of the damage on Mug would make me unable to use it as my finisher for S/D. That would be sad.
We don’t need anymore bleed, we need fire.
Im just imagining from a p/d build,
cnd+mug(bleed)+ sneak attack
or why not, change the mug according to what weapon you are using (like warrior f1 ability)
pistol main hand= mug(bleed)
dagger mainhand =mug(damage)
sword = mug(immobilized)
short bow = mug (knock back)
(edited by Oldgrimm.8521)
Mug applying several conditions instead of straight damage would be pretty nice as a trait too
ie, cripple (5s) and weakness (5s). It’s a trait in the condition duration line at least.
IMO immobilize on steal would lower BS skill cap too much :/
I’d love to see traps actually start working. They seem to love doing absolutely nothing when people walk over them.