Showing Posts For Verisuvalise.3615:
Also: do you believe using all of your available utilities offensively should net you a significant chunk of an opponents resources? On your guardian, when a necro corrupts all of your boons and then spreads them to your entire team, with 2 simple button presses & nets over 50 000 damage, are his skills broken or is he just taking an opportunity he was granted?
I know its very easy to misinterpret the sudden dip to 50% HP as a thief appears behind you, but there is a huge perceptive flaw in your argument.
First, you must realize that if you didn’t see the thief coming, by the time he/she opens on you they will have fully invested either 1-3 utility slots, their full pool if initiative, or up to 30 points in a trait line that does not directly affect damage (that is, traiting for init gain— which conveniently, is being nerfed in a month). A combined sacrifice from this list is made every single time a thief opens on you. They don’t just get to press their stealth button and wait around for a chance to strike, it takes work — more work than spamming your ‘about face’ key every time a thief is in the area. If they land the full backstab, despite the state of your feelings after they rip off a chunk of your HP, they deserved it.
And don’t kid yourself – this is a double-edged sword thieves run on; you should take a gander at the thief v thief duels available online. You will realize the finesse the top thief players must operate with to perform the deeds that sadden us so. Literally, you can watch thieves dance around each other for minutes on end not once dropping below 90%, and then a single flaw from one duelist and the match is won.
You think backstab is OP? Well I think you just ain’t on their level, Holmes.
Press your buttons 1 at a time; other MMOs & even professions are not penalized for spamming their keys — Thieves are. Break this habit for ensured results
Slow down. Since you are managing a finite resource with ultimately infinite utility, managing that resource is the truest mastery of the profession. Knowing when to use your abilities will mostly be accrued through trial and error, though watching videos should give you hints & guidelines.
Play all the professions. I know it sounds like pure cheese. It kind of is, really. But its the only way you’ll truly know what effect your abilities will have on an enemy at any given time — even then, its just a prediction, with our relatively user-limited UI.
Keep your eyes open. Tunnelling mad heartseekers into a bunker at 40% standing in a regen field is less valuable than keeping blinds / cripples up on the oppositions GCs, especially if you’re outnumbered.
Learn all there is to know about combos.
Backstabs aren’t easy to land when the opponent actually turns with their mouse and/or knows they’re fighting a Thief.
I’m not sure how relevant this is,
but I was in a tourny earlier today, where I ran into a guardian.
Now, I consider myself a relatively capable player and can usually go most games without dying and still perform for my team.
I play d/p mostly, and my Shadow Shot hits [most] targets for around 1200.
Against this guardian, I was hitting 800s consistently, no weakness
And this is fine.
However, at the same time, the first time I engaged him I was killed almost instantly. I had never seen this sort of damage before from a guardian at all, especially with that sort of mitigation.
I engaged him a second time, and while I was more careful and acute, preventing myself from going down for the duration of the encounter (although there where many spikes where I could’ve lost it with another hit) I still couldn’t bring him below 60%.
I can usually 1v1 most classes. Other thieves seem to be my biggest problem, but the arbitrary difficulty of bunker ele’s is completely lost on me — I either run s/d offhand or Bountiful Theft to steal boons and they are a walk in the park.
This guardian was different. And while I wish I had more evidence to provide you, this was in the middle of a heated match. This particular guardian stuck to his treb like glue the whole game and I only engaged him the 2 times. The first ended because I died almost instantly, and the second because a teammate came to assist him so I bailed.
I believe Guardians are more deserving of a higher rating.
Also. Thief should be higher than Mes.
Infiltrator’s Arrow is the best mobility skill in the game, no question.
Depending on the map (and most maps, it’s absolutely favoured) IA can have you moving around faster than any other class could ever possibly achieve.
This is counter-balanced by how much damage Thieves take, yes.
But that is counter-balanced by our flexible access to stealth / dodge mechanics.
Which is also counter-balanced to node-capping, and how stealth / dodging hinders it.
Overall, I think well-played thieves on an appropriate map deserve no less than 7.5, the perma-poison/weakness single target with d/p, the AoE bleed/poison/weakness with sb, boon removal, traited AoE team boons on steal, so many team bonuses a thief provides, I don’t believe the squishiness truly emancipates us from that tier of professions.
You directly counter ever boon-based bunker (all of them) in the game.
A lot of damage / pressure specs also rely on stacking boons (whether it’s might, vigor, swiftness, or fury) which means you can also be very deadly to them as well
Your condition-based elite basically forces a node neutralization / cap every time you use it.
Fear also forces targets off of points (if you know how to use it), can deal good damage, and renders the target inable to control themselves for the duration, which means with teammates around, you can kill almost anything.
Death Shroud is theoretically the best bunker ability in the game (except maybe some weird Flamethrower build) because it effectively doubles the time you can spend tanking enemies.
Your strength with conditions doesn’t necessarily stem from being able to spam your 1 key and get 15+ stacks of bleeds going, but your ability to turn your enemies advantages into equally proportionate disadvantages, create pressure by controlling the effects and position of your enemies, and use the huge amount of group pressure you have access to to effectively steal nodes for your team.
This is Conquest PvP, not 2v2 or 3v3, and in this game mode, your class is more than capable of excelling.
100 blades does ~10 000 damage – very hard to land
Blurred Frenzy does ~2 000 damage – not so hard to land
not so bad, imo
“It only works on ‘3’ abilities, making it a lackluster to worthless trait.”
This is not true for builds that primarily use their #3 ability to spend excess initiative — d/p , p/p & s/p (and maybe some bleed d/d build, who knows)
Queue for Tournies and the Thieves who HS you when you’re over 50% are the ones you WANT to see.
I mean, I understand the Hotjoin hate, but in tPvP (you know, where the real PvPers play) thieves bring less to the table for this sort of game mode. When the objective is winning the game, thieves bring less to the table than a lot of other professions.
What they do excel at, is dropping their targets, and being where they want to be.
p.s Complaining about heartseeker spam makes you look less credible. I’m not trying to offend you, but there are MUCH better ways to deal damage as a thief (such as our 1-slot).
Also,
wait until you run into a caltrops SB thief
wait until you run into a decent S/P thief
wait until you run into a decent D/P thief
wait until you run into a decent P/D thief
D/D is kind of a gimmicky hot-join joke, apart from that and WvW (or even the rare LDB cond build), its really nothing special.
abilities that hit for a little over 1k on my thief hit you for 3k.
The heartseeker didn’t come until the very end, there is only 1 of them, and so I think its safe to assume it was used on you below 20% hp (which means that 7k is probably 4k+ overkill).
So your problem is then with the existence of an execute?
The difficulty in killing an inexperienced target as a Thief? Easy
The difficulty in killing an inexperienced target as any profession in the game, so long as you’re specced to do so? Also easy
The difficulty in killing an experienced target as an equally experienced Thief? Challenging.
The difficulty in killing an experienced target as any other equally experienced profession in the game? Also challenging.
The difficulty in holding a point as a bunker Thief? Pure unbridled dog kitten (I say this because our defensive trees, acrobatics and shadow arts, rely on dodge and stealth respectively. Dodge mileage varies based on conditions / boons, and will often send you outside the ring, even if only for a brief moment, allowing the enemy to make progress. With stealth, you cant hold points in the first place)
The difficulty in holding a point as any other bunker in the game? Not so bad.
The level of joy I feel when someone tries to tell me my class is faceroll because one of my abilities is a VERY noticeable gap closer that does less dps than my auto-attack?
Priceless.
There’s some things a Thief does well.
For everything else, there’s Guardian.
I experience a weird combination of laughing and crying every time I end up HSing a 100nades engi on my thief and instantly down myself in the process.
Prior to last week, I hadn’t queued for tournies at all.
I mostly stuck to hotjoin, and since I’m not PvE lvl-capped, i’ve stayed away from WvW a lot as well.
This was mostly due to my lack of a functioning mouse — PvPing with a touchpad is garbage — but I had been doing it for a few weeks.
Interestingly, it taught me a lot about PvP that I wouldn’t have learned if I was zipping around with lightning-quick movements (and thus, viable in 1v1).
For example: How to win a game without killing anything.
Knowing that if I engaged 1 or more opponents who would actually target me (for example, if i wasn’t with the group, as im usually not) I would die almost instantly and therefor be a detriment to my team, I found ways to try and offset that handicap.
What I discovered:
+Kiting more than one person.
Easier said than done, for sure, especially with no mouse. However, if you are successful and can keep more bodies busy than it takes to keep them, you’re giving your team a real advantage numerically
+Downing without stomping.
In group settings, sometimes stomping the enemy is less beneficial unless they’re sitting on the node you’re taking. Simply prevent them from being revived (interrupts include Stun, Daze, Knockback, Knockdown) and keep their hp ~50%. Not that much fun for my enemies, true, but hey, neither was being Heartseekered 100-0 by baddie thieves while I ran endlessly into a wall when my first mouse started crapping out and I didn’t have keyboard turn bound.
kitten? No way!
+Manage your mobility to get you around as needed.
This is a big thing, and I don’t think a lot of people have realised how flexible their mobility skills can be. Now, this is not to say for every class, but classes with targetted teleports (I can think of Mesmers and Ele’s, outside of thieves) should roll thieves and play with IA until they know the ins and outs.
+Being proactive about bases
Crucial to winning, being smart about base management is, essentially, the best way to ensure a win. For example, if you have 3 teammates defending a node, and there’s no one trying to take it from you, all 3 of those players are wasting their time until an attack comes. AT LEAST 2 should head to somewhere else — perhaps help defend the base the opposition WILL be assaulting at that time, or perhaps assaulting the node the opposition had left dry. If you’re glass and solo-defending a node with more enemy bodies than you’ve got on their way in, running can be your best option. Firstly, it prevents you from dying (and therefor you don’t miss the ~20 seconds you spend getting back into the fight) and can sometimes cause them to chase you, potentially slowing the rate that they cap your node. — Also, try and guess where they where coming from, and go take that base.
+Try to fight on / very near nodes unless you’re kiting.
This makes it more of a bonus for a teammate to come support you, because you aren’t in the middle of no-where with no guaranteed points rolling in. It also means the kill was, theoretically, worth more.
But, I bought a mouse (corsair m95, and boy is it delicious) and can say comfortably that if I’m sober and not falling asleep in my chair, I can pump out good win/loss in quick tournies regardless of my team (the sobriety part is the biggest inhibitor, mind you).
However, when I DO get a team that just doesn’t know WTF they are doing, and I try to explain to them how to provide more for their team, I tend to get trolled / insulted / boycotted by a fluctuating percentage of my teammates, resulting in a loss.
(edited by Verisuvalise.3615)
when you kill certain players they come after you like a homing missile for the rest of the game
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I personally do this on purpose.
Why?
Because I avidly look for 1v1s (most of which, I either win or can escape from) and when I lose one (as in, actually getting stomped) it means that player outperformed me. Being a self-imposed elitist, I feel it is necessary to continue fighting such opponents, and learn to counter them / get on their level.
I’m not inclined to fit myself to the mould of earning some arbitrary glory value that can buy me things that wont change my performance.
I mean, I wanna look cool, too.
But I’d rather be able to beat out my opposition than look nice while I’m getting stomped.
I think a lot of the thieves smack-talk has a lot to do with RP.
Or, perhaps we (as in, myself and all my other Thief friends) are mostly populated by the weakest kind of MMO player — the FotM reroller.
Personally, I play thief because it is the first archtype I ever chose for an MMO and, having yet to reach 80, am confined by my own nostalgic desire to max him out before anything else.
But
As far as legitimate rudeness?
I’m going to have to go with Guardians. For real, who put those white & gold soulja boys on their high horses?
Contrary to popular belief, a group does NOT need 5 Guards to be effective.
My class is not useless, some of its players are.
But it doesn’t mean those light-worshippers can point their unscarred fingers every time they get their anus inverted.
We’re already on the verge of stagnation just through the leveling experience (that is, once you reach lvl 40, there isn’t much left that your character will be acquiring to change up his game.
I’m a big fan of this, personally, because it gives me time to become fluid with my preferred weapons as well as experiment with all sorts of wonky builds / stat set ups while I’m levelling (for me, this makes it feel less grindy, which is something I value).
Also
I’m never 100% sure, but i’m going to take a shot in the dark and say that this belief of superior balancing through less knobs to turn stems from the World of Warcraft talent collapse that happened after WotLK.
Throughout the course of that following expansion, the game lost around 4 million subscribers.
That is over 30% of the playerbase.
PvP was still just as imbalanced as it had ever been (and still is, tbh)
And perhaps it wasn’t just the talent changes that caused such a mass amount of people to move away from the game, but it clearly didn’t help.
pigeon-holing players into a small set of options that a greater power deems ‘best’ is not my interpretation of an upgrade.
I love being able to spec however i want.
Who cares if theres only a select few specs that perform optimally under designated circumstance?
I prefer to be more reactive to the chaos of a battlefield, than the numeric counter-weight of ‘output’.
Or are you worried that you’re being beaten by players with similar set-ups to you, but with minute differences that give them the advantage?
Even Warcraft knew how to balance stealth:
– any damage brought rogues out of stealth
– vanish was on a long cooldown
– runspeed was reduced while stealthed
– rogues had access to a very small number of abilities while stealthed
– rogues could not cure conditions in stealth or by going into stealth
– rogues could not heal in stealth or by going into stealth
Thats an insult to this games class mechanics, and if ‘towards the rogue’ is the axis the thief-regression will be approaching, I’ll gladly find myself a new curve.
ps. You don’t really want perma-stealth, I promise.
pps. Stealth builds where you spend a majority of time actively trying to maintain your stealth is not the same as clicking a single button once and being able to stay in stealth for the next 8 years.
ppps. How do we rid an entire gaming community of the self-entitled and finger-pointing norms that go with online gaming?
How do you teach them that their class is fine, and the reason they aren’t doing well in PvP is because they haven’t spent enough time / effort learning?
How do you teach people to approach PvP with less of a “I’m the best there is, let me throw some points in these trees here, and we’ll go stomp some noobs” and more towards evaluating strengths/weaknesses/quirks?
Because if this community wants to appear credible to the Development team who created it all for us, we’re going to need to be throwing more than poo.
" Join a PVP game". It doesn’t say anything about dueling, so how was I supposed to know?
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PvP: Player versus Player
Duelling: Pitting a single player against another single player in a competitive environment.
This still constitutes PvP. ‘Join PvP game’ really just means ‘give me the option to fight other people recreationally’
also.
You need a thicker skin. This is 2013, mate. Some kids talking smack on a video game shouldn’t cause this sort of backlash — I can only assume you are a grown adult person, and are thus relatively ignorant to the methods of todays generations — Video game vulgarity is the least of your worries.
“Currently, however, people have no right to a duel – you are appropriating servers for your own personal preferences. While I agree that dueling should be in the game, in the meantime, it isn’t – that means every time you’re dueling, you’re using a server for something other than its intended purpose. "
I would like to point out that, with over 150 constantly active servers, even the first 50 are hardly ever full. I have literally never seen the total amount of players equate to more than 50% of the fillable space. Some players (usually those more inclined to learn their profession extensively) would prefer to test their limitations in a controlled, calculable way, with potentially predictable results. This is achieved by joining empty servers with friends and experimenting — The sort of experimenting that CANNOT be achieved in an 8v8 zerg, and the sort of experimenting not worth throwing MMR away for. These players are not inhibiting you, or anyone else, from doing what you want.
Which makes me question why you’d prefer to take these options away from them.
If you accidentally join a duelling server, just leave. 10-20 seconds later, you’ll be good and ready to be stomping faces in the game mode you wanted. But its not their fault for you being too lazy to pick a real server.
Hell, personally, I’ve NEVER used that ‘Play Now’ button — But that mostly has to do with my undying love of Battle of Khylo.
if the target nuking the necro was a condition spec, and the necro was equipped with the appropriate slotted utilities, if he had ~10 stacks of bleed on himself, you could theoretically go from 0 bleeds to 25 stacks in the spam of a few seconds.
That, and then DS burst (because after he sends you all sorts of conditions, he gets all your boons, so extra damage lewts).
I actually really enjoy the new AC.
I hit 30 (and 35) the night before the patch dropped, and running AC story at that point was, honestly, kind of a joke. Most of the time I didn’t even realise we where in a boss fight until the chest had popped up.
Now, however, my runs have ranged from ~30 mins to literally 4 hours trying to clear path 1.
I’m not against that. In fact, downing Lieutenant Kohler (spelling?) for the first time felt so rewarding that the 20+ attempts to get him was worth it.
However, there are a few bugs that need to be fixed.
In the Lieutenant Kohler fight, when he Scorpion Wires the whole party into an insta-down if you don’t dodge, the Scorpion Wire is still targetting me from stealth. I feel like this isn’t intentional. I’m absolutely fine with the damage it deals, but the idea is that you’re supposed to evade the wire, and the mechanics that can do so SHOULD do so.
For the ‘Graveling’ event in p1, the 5th burrow (the one in the corner next to the gate, opposite the side of the room with the dirt floor burrow — Everyone in my group, including myself, was having problems with the walls. As a thief, sometimes, for no apparent reason, I would appirate behind a gate that I could not return from, usually causing a wipe. I have a feeling this has a lot to do with the Knockback the Gravelings’ possess, since my Necro friend (who has no teleports/leaps) was also getting stuck in walls. The warrior in our group also had the same problem. This needs to be fixed, the event is hard enough as-is (although we learned to compensate by all going ranged to nuke that burrow, its still a flaw).
the meta is still evolving.
you dont think so.
but player skill is causing more fluctuations than you realise.
So, after all the reflection you guys have been doing,
do you understand that WoW PvP doesn’t HAVE to be good for you to be compelled to like it? You’ve been doing it for as much as 8 years.
I had been doing it for a little over 5, personally, and in that time have been able to play (almost) every class in the meta at some point throughout.
There is a many-year history built with the game. regardless of the actual PvP combat, the game has been refined by almost a decade of player-catered changes and polishing. You’re also used to it by years.
But with WoW PvP, you cant just buy the game and expect to be okily-dokily. You’re going to have to invest a perpetual kittenton of time into the game before you’re even considered acceptable to start queuing for rated content — and the majority of the time it takes to get there you’ll be getting your face caved in by full-lewts [insert fotm class here].
This is not fun on more than 1 character, or for more than 1 spec, ever.
its hardly considered fun the first season you try to push rating, and it hasn’t gotten that much better 13 seasons later.
The GW2 aesthetic armour system is vastly superior in my books.
The lack of spammed 8sec CC that runs me into Taiwan is vastly superior in my books.
The combat itself, both aesthetically and functionally, is vastly superior in my books.
The profession balance, in general, is vastly superior in my books.
But the amount of Icing they’ve poured all over PvP?
Not too much.
And that seems to be what people are waiting for.
I like how everyone who disagrees with you must not be ‘smart’.
Regardless. We, as thieves, have the same base dodges as any other class — any direction, specified distance, etc.
Apart from that, SB 5 slot is a spammable shadowstep to any location in range that costs a flexible resource.
We also have raw shadowstep.
Our melee specs also have psuedo-shadowsteps that teleport us to our targets (Shadow Shot, Infiltrators Strike, and I guess Heartseeker, kind of)
All of these abilities let us travel in any direction we want (or are able to).
There are lots of them.
Apart from that, we have 2 ‘disengage’ style spells — Withdraw, which also restores Health, and ‘Roll for Initiative’ which restores initiative.
The shadowsteps are given to us as straight utilities. You don’t have to tie a heal or resource regen to a shadowstep to make it useful — it’s already incredibly useful.
Similarly, the ‘disengage’ type abilities DO need these tie-ins because they are, essentially, pidgeon-holed into being used as escapes and thus, as evasive, hyper-mobile high damage dealers, are less directly useful to us than an ability that can teleport us anywhere we want within x00 yards.
However, since these ‘diengage’ type abilities ARE capable of being used to move us around a battlefield similar to how a shadowstep might, but are still tied to more beneficial spells that the easier-to-use shadowsteps dont provide, a theoretical ‘skill-threshold’ is set before these abilities are maximized.
You haven’t reached that threshold, and thus find the abilities less useful.
World of Warcraft PvP is a joke.
In GW2, every class has cool abilities, options, playstyles, and there is a definate skill threshold for performance.
In WoW, you just spam your CC buttons while you mongo your dps rotation into a targets face while you’ve got 2 or more 4+ minute CDs rolling and hope you land a kill.
If you don’t, eat every CC chain for the next 4 minutes (which is probably the funnest part of the meta) and try again.
I don’t understand how you guys could believe that system is superior.
More developed?
Absolutely.
But in no way Superior. Seriously, we just got a real MMR system today. It’s coming, but it takes time. For all you die-hards, recall that rated PvP didn’t even exist at the start of Vanilla WoW.
It takes time to grow and mature.
The Shortbow’s second slot abilities detonate needs to trigger the Combo Finisher: Blast as well. I feel like trying to use my abilities skillfully actually hinders performance — not good.
Apart from that, Pistol/Pistol needs a look. The melee specs have the niche of large damage while evading attacks, and dazes / stealth escapes. The shortbow basically has a backwards dodge with an initiative cost and a high-cost spammable shadowstep, coupled with 3 different combo categories and loads of AoE damage. Pistol/Pistol needs a niche to feel viable. It seems like it should be large single target damage with the safety of range, but it doesn’t really provide the mobility necessary, nor the raw damage output, to keep up with what other weapon combos are offering. Perhaps allow us to dodge while unloading, and then reduce auto-attack damage by 45% but increase the fire rate of the pistols by 100% (effectively halving the damage and doubling the attack speed). An animation could be added that alternates each pistol you fire, allowing you to really feel like you’re duel-weilding pistols.
Just some of what i’d like to see.
i think its basically 2v2.
its also one of the wetdreams i’ve had for this games pvp.
I know it’s sort of an abstract concept,
but I think they could further seperate PvE from sPvP and have the ‘heart of the mists’ generate a seperate, permanent human avatar that would represent all classes for an account, and would be customizable the first time the account entered the mists. Then, further seperate Hot Join and Rated Play, and let Hot Join players have a way of playing with their PvE avatars to allow diversity to still exist to the majority of players.
My 2c.
damage meters don’t mean anything to PvP. Almost every ability has something non-damage related tied to it, whether its an evade, a movement effect, a combo-field, a boon generator, a condition generator or otherwise none of those things can be weighed on recount (and I say recount because I know that the reason you want this stems from your reliance on it in World of Warcraft).
And what has that done for that game? Degenerated entire classes into an exact series of button-presses that experience minute fluctuations based on surrounding events. WoW is filled with abilities that ONLY do damage, or only contribute to damage. Therefor, knowing how to use those buttons together is valuable. Such is not the case in GW2.
Take this, for example.
Assume there is a damage-recording metric in place, and over the course of time, damage has been flatlined. Every class does the same damage — the game is balanced as far as ignorant gamers are concerned. But then, there are thief’s who can play with a perpetually infinite energy pool. Mesmers who can keep an opponent blinded almost 100% of the time. Elementalists who can travel from node to node faster than any other class in the game while maintaining large stacks of most every boon. Guardians who’ll never die, to any class, under any circumstance (because damage is the same). And people will continue to blame it on damage, because things like protection will prevent it and mutate the meter. blind will prevent damaging abilities from ever landing. dodging will continue to evade. and all of these things that’ve been put in the game to be appreciated. To be valued to us more than a damage meter ever could be, will be overshadowed by this ‘balanced damage’ bullkitten thats been forcefed down your throats by previous, less enjoyable MMOs.
Just get over it. You don’t need to keep making excuses for why you lose. Every class can perform. The game is young. You have so much time to learn what you need to to catch up to your competition, and with enough dedication, even surpass them, that butching about other classes will (as has been true for games like WoW for almost 10 years) ultimately eat away at your and your peers overall enjoyment of the game.
That thief beat you? Tough luck, you just rolled that necro just as quickly. And I bet that necro will probably also win some, and lose some, and those wins and losses will be based on how he plays his profession, not on how much damage his 1-5 keys do.
You guys don’t understand that this is just other classes trying to get Moa nerfed so all the Mesmers give them 10s quickness.
HS spamming thief
http://www.youtube.com/watch?v=ByB7_QhIxws&feature=related
do note that he drops his opponent in less than 10 seconds using only HS. He is also getting well over 3k crits with HS. Which can be used 5+ times in a row, and the thief doesn’t even have to use his movement keys to make sure they land. The thief can then regenerate all of his initiative with a vanish and do it again, once you’ve used your CDs to avoid the first spamfest. Dodge roll? I only get 2 of those. What happens when those are gone? I just get to eat the next 3-6 HS (5-20k damage), or do I have to waste my utilities on what is APPARENTLY equivalent to someone spamming their auto-attack?
Alright, well, I guess I’ll use my 30+ second CD utilities to prevent this thief from gibbing me within the first 8 seconds of the fight (keep in mind the thief was completely invisible for the first 3sec, so I only get 5 seconds to decide whether or not it’s worth it to waste every CD on my bar to avoid his damage this time around. So, lets pretend I pop my CDs, get away from the thief, but he vanishes.
Well, 5-10 seconds later, He re-opens on me, and this time he’s got quickness. 2 Cooldowns from the thief vs. every ability I have, and I didn’t even get a chance to attack him yet (since, while the thief is simultaneously dealing unhealable damage and being almost completely unpeelable, he is also evading all my attacks. Sounds like balance to me.)