I know this has been said before but it needs to be repeated over and over till the devs take notice. Thieves need a form of defense other than stealth!!! When it comes to theives and stealth there are too many different ways for them to disappear and now form of detection to keep them from slipping away.
Let me Explain:
When any profession chooses to build glass cannon they get the age old tradeoff. They are masters of dishing out pain but at the risk that if anyone comes after them they will need help or they goners. For every profession this is true and thats great.
Every profession features a few utility skills that can help keep your glass cannon alive for a few seconds in the hope of either bursting down your assailant or getting that help from a nearby ally. These sometimes work but are often unsuccessful with a persistant enemy.
The thief’s method of buying them a few seconds however is stealth. Stealth is far more effective than other means of “panic buttons” because it not only stops the onslaught but allows for an escape. If an engineer pops a cooldown and blocks all incoming dmg or the elemental turns to mist or a ranger uses “protect me”… etc etc they don’t disappear altogether. You just hold back your attacks until the effect ends.
When the theif uses one of the 4 ways most have to stealth they can run away or close the gap between the two players completely unseen. In a team fight this means even if you catch them making a mistake or out of position they will always be able to slip away and rejoin the fight later (often to finish you off).
There either needs to be a way to keep a theif from using multiple forms of stealth back to back or the cooldowns need to be lengthened to give the other professions a chance to punish the glass cannon before they can slip away.
I don’t think the theif is so much overpowered but the stealth mechanic is really fustrating when you outsmart and outmanuever and opponent only to have them refuge or whatever and get away every time. For a class that does that much damage there should be a negative consequence when you bite off more than you can chew.
Oh and another option is to make it so cripple sticks better to theives. Then they can keep all their stealth and evasion because they can only go so far with cripple applied. Just give the classes that are vulnerable to theives ONE shot at escaping and give classes that can beat them a way to actually fill that role. As it stands right now the only time they die is when they mess up or run out of stealth cooldowns. Even their counters take too long to kill them.
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