(edited by Alatar.7364)
Indeed, but I have to admit, while i enjoyed playing Staff and Acro, thanks to the simple Vault code fix that made Vault more ‘clever’, Staff itself now feels much more effective
2) Removal of Stealth – If you’d remove Stealth from Thief I assure you that 100% of Thiefs stilll playing without Daredevil spec. would either quit the game or start using Daredevil spec. which would still not compensate the huge loss of what Stealth means not only for Thiefs but for Team play aswell. The entier profession would basicaly mean nothing after that, would you really want that for those few of us out there still playing this profession? However, as Sir Vincent mentioned, Stealth should definitely be reworked so it is not complete invisibility. I 50% agree on that.
What am I missing about initiative? It doesn’t seem bad to me even though the budget across weapons sets isn’t great.
What would be in place of complete invisibility and how would it carry on the stealth mechanics purpose and what would you replace position oriented skills and especially Backstab with?
Not sure if you read correctly, but I just agreed that it should be changed to something that is not complete invisibility, no replacing of stealth skill would be needed. I don’t really know how to describe it, but maybe you know the game with aliens, where you have special suit that can make you invisible? Your skin/armor will change shape to hexagons that bend light around you. Very very very hard to spot, but it is still possible to be spoted. More like predator stealth.
EDIT: Forgot to reply about initiative: You should read the post of Sir Vincent as I am going to completely repeat it as I agree with it: Initiative system can (and WILL) completely lock out all of your weapon skills in no time. Thief is a very weapon reliant profession, most of its utility skill provide just a way to escape, not really a way to fight back like nearly every other profession has. Which means that even single mistake or blunder can blow you to hell if you dont run away. While most other professions can keep combining weapon skills and utility skills for a long long if not infinite time. Thief can only try to use skills like Roll for Initiative, but as I said, that is not really a way to keep fighting, as it has 60 secs cooldown and you will be able to use only 2 weapon skills, or one if you special or 5th skills.
(edited by Alatar.7364)
what do you think thief needs to be balanced
- Cooldowns – like every other class has.
- Removal of Stealth – a broken mechanic in every game that has it.
- Two dodges, like everybody else has.
These may seem like nerfs, so obviously some compensation should take place. I leave this to the designers to design.
If you would ask 100 Gw2 players a question: "What 3 traits define Thief or Daredevil profession in your opinion? " 103 of them would say: 1. No cooldown. 2. Stealth. 3. Having more dodges
And you would like to take all of those above away from Thief? No offense man, but you just made Thief in to old, dusty, unoriginal, not at all interesting trash can….godkitten …. trash can. That was complete nonsense, sorry.
With all due respect, I disagree. The reason being that the above abilities make the Thief overly powerful when compared with the mortal classes.
Well, let’s break it down a little bit. But before we start, I am generaly not known by anyone, except people who know me already, those people also know that I’ve been in to Thief with my whole heart for quite a long time and I know where are my limits with nearly any possible combination of buids and traits. From my experience so far I believe that:
1) If Thief was to have cooldown, it would make it nearly unplayable, unless Initiative system would get complete rework, not just compensated. Initiative system is actually not really good even now.
2) Removal of Stealth – If you’d remove Stealth from Thief I assure you that 100% of Thiefs stilll playing without Daredevil spec. would either quit the game or start using Daredevil spec. which would still not compensate the huge loss of what Stealth means not only for Thiefs but for Team play aswell. The entier profession would basicaly mean nothing after that, would you really want that for those few of us out there still playing this profession? However, as Sir Vincent mentioned, Stealth should definitely be reworked so it is not complete invisibility. I 50% agree on that.
3) Two dodges – that is propably the only possible “nerf” that could work, but same as before, many Thiefs would be forced to use Acrobatics if they would want to keep more dodge possibilities, but that would force them to delete one of other trait lines. Which means that there would be even less diversity then it is now, which is honestly really really sad. Majority of Thiefs would either use the same trait line (Acro) and simillar combination of others, or the said majority would instead switch to Meta builds, which I find to be…devastating for…let’s say “culture” of Thief.
PS: Please forgive me my grammar =D
EDIT: Just as a matter of opinion: Thief is so NOT overly powerful, even in 1vs1 it is only sometimes standing above the opponent, but take a closer look at Thief and tell me: what other purpose does it have if not being a 1vs1 specialized profession?
(edited by Alatar.7364)
what do you think thief needs to be balanced
- Cooldowns – like every other class has.
- Removal of Stealth – a broken mechanic in every game that has it.
- Two dodges, like everybody else has.
These may seem like nerfs, so obviously some compensation should take place. I leave this to the designers to design.
If you would ask 100 Gw2 players a question: "What 3 traits define Thief or Daredevil profession in your opinion? " 103 of them would say: 1. No cooldown. 2. Stealth. 3. Having more dodges
And you would like to take all of those above away from Thief? No offense man, but you just made Thief in to old, dusty, unoriginal, not at all interesting trash can….godkitten …. trash can. That was complete nonsense, sorry.
Maybe I’m misunderstanding what’s being said here, but the Daredevil can do a ton of damage while dodging via Lotus and Bound.
Nobody uses Bounding Dodger unless he is out of mind. Lotus is the only exception, used only by Condi builds. Unhindered combatant is the only one for 90% of Dardevils
Wat.
I’d like to see your sources on that one lol.
My vast experience and time spent in sPvP/WvW is my source =D
Maybe I’m misunderstanding what’s being said here, but the Daredevil can do a ton of damage while dodging via Lotus and Bound.
Nobody uses Bounding Dodger unless he is out of mind. Lotus is the only exception, used only by Condi builds. Unhindered combatant is the only one for 90% of Dardevils
A single attack can generate well over 10k in damage with regularity. This need not wait on the next cooldown or next batch of INI to replenish as multiple attacks from varying utilities/skills can generate this sort of damge.
With the low health that is available to the thief , they had better dodge more then one or two or three attakcs in a row or they are dead. Before the complaints about “dodge spam” there were complaints about “blind spam” and complaints about “stealth spam” All of these builds came not because of exploits or because of the OP nature of the same but because the thief was adapting to changing circumstances on the ground to find that balance of survibability and ability to inflict damage. Those dodges/blinds/stealths are how they survive.
By DESIGN these are the things a thiefs survival built around. A warrior can absorb far more damage due to armor, vitality and health regen via adrenal and healing signet. We do not see any of this in game because none of these are active skills. That armor just “happens” . The thief on the other hand has to ACT in order to trigger the greatest portion of his or her defenses. This act can be a dodge or a stealth or a blind.
That is by DESIGN. It an underlying mechanic of the game and one of the attractions of the thief class. We can not rely on armor and health to protect us, or some passive kicking in, we have to actively perfrom an action to avoid damage (In this case dodge)
I do not see even the dodge spam thief dominate at any level, be it WvW , PvE , or the PvP that I am aware of. It does not make them invulnerable and they can still drop quickly if they miss a dodge, are stunned or Immobbed.
I do not see any real issue here. That the technique used to avoid damage appears on the screen as an action results in the appearance of “spam”. Other forms of defense require no action thus giving less perception of “spam” on that classes part.
I completely agree. I was about to write something myself, but you got everything right so I dont need to. +1
I’d also like to point out that Thief can’t do ANY damage while dodging, while Mesmers, Eles, Rangers, etc. can still deal out tons of dmg while being invulnerable Nobody seems to care about that. I understand that those skills have high cooldowns, but people should realize that while Thief is dodging, he cant do anything during that and endurance is very quickly gone, Thief that is dodging a lot is a Thief that is going to die soon, not really anything to complain about.
(edited by Alatar.7364)
I see,
about the 26/7 patch – Yeah, I had this problem for a much longer period of time. Yet I didn’t notice this problem with Shortbow, well maybe because I dont use it that much in fight.
Anyway, thank you for letting me know, let’s hope we will see fix of it someday.
Hello,
anyone else having problem with Impairing Daggers skill?
( https://wiki.guildwars2.com/wiki/Impairing_Daggers )
Problem is that nearly 70% of time when I use it at close range (cca 130-500 units) it hits the target but message pops out saying Obstructed and thus neutralizes all effects it was supposed to apply. No damage, immobilize, poison or slow.
Another problem that is even more common than the Obstructed one is: When I use it within this skills range (max 900 units), for example at 400 units, it hits the target but another message pops out saying: Out of range having same outcome as if the target was “obstructed”
I’d like to point out that I am not the only one having this problem, I spoke about it with some other Thiefs/Daredevils.
For those having experience with this skill I’d also like to say this: “Yes, even standing, not moving targets, are sometimes considered obstructed or out of range, because I know this skill can sometimes miss the target if it’s far and moving.”
Please, comment here if you’re having same problem just to make sure that me and some others are not just cursed