<<<<<ANET PLEASE READ THIS <3 <3 <3>>>>>>
I have a few issues with this potential patch. Full disclosure: this is coming from a purely pvp background (99% of my time as a thief)
I believe warriors need to truly be fixed. They are so weak at the moment and if I’m not mistaken, none of the highly rated teams run a warrior. There is no role or area where a warrior exceeds. In addition, it is so amazingly easy to kite a warrior. They are SO obvious when swinging any weapon that it is unbearably easy to dodge their CC. I believe nerfing the damage on their hammer is not ok because if they somehow are able to catch you they should be able to do high damage. At the very least, fix hammer warriors so that they don’t have to struggle to even land a strike.
I also think the changes to thief are a bit excessive. I think the developers have been focusing on sword main hand way too much in the last few months and have been neglecting to fix dagger offhand blind. The last few nerfs to thief have been to:
1. infiltrators return not breaking stun (completely understandable because having instant spammable stunbreaker is unfair) and,
2. the boon stripping potential of larcenous strike (really makes fighting tanky classes a pain, but it’s still doable).
Really I don’t have too many problems with the changes to thief; I understand balancing an energy class versus cooldown based classes is difficult. However, I do not believe the solution to this balancing is a cast time on infiltrator’s return. The thief is supposed to be steady damage and high mobility. I believe dagger/pistol needs a harder look than sword/dagger or sword/pistol (although I appreciate the fix to pistol whip). I like many of the changes to thief, but keep in mind a few things:
1. dagger/pistol weapon set will be more cookie cutter:
– the changes to crit strikes will ensure that when traiting crit strikes, thieves will use practiced tolerance over signet use. These two traits are generally used for the master rune slot, but with this change practiced tolerance clearly is better now.2. dagger/pistol weapon set will become more popular based on its high burst and interrupt potential (it already has because of the nerfs to sword mainhand and s/d as a whole). Pistol offhand 4 is amazing for interrupting and is spammable.
– as a sub-note to this: sword/dagger is based off of its steady damage while being extremely mobile because it is extremely weak when it comes to interrupting or stunlocking. A sword/dagger thief has much trouble interrupting another player from stomping or rezzing a teammate because the only way to do it with the weapon set skills is to cloak and dagger (5 init) and stab from behind. Usually in the midst of the fight this is not possible based on init being low or time/range constraints.3. the problem with sword/dagger was the multitude of evades (which by the way keep in mind the thief is unable to damage while evading [on that note keep in mind when people complain about stealth, thieves cannot do damage in stealth either]). The most important thing is to fix the weapon set’s ability to evade, not to over-nerf the class’s strengths while not fixing the root problem. Luckily, the changes to vigor will fix them but also keep in mind that superior sigil of energy is also to blame (2 more evades every single time you can weapon swap is nuts when you consider signet of agility and withdraw/roll for init). This coupled with double sword/dagger and acrobatic init on weapon swap is what made people wary of the “evade” build thief.
This is my two cents; I really hope you don’t add cast time to infiltrator’s return because that really sucks =(. Instead can you work on dagger/pistol and leave my sword mainhand alone. ALSO LET THIEVES USE SWORD OFFHAND!!!!!!!!
While I agree with most of your points on thief especially the sword offhand part (Please anet i’ll love you forever) don’t you think mace/shield great sword warriors was pretty broken, even a tanky warrior can easily stun lock somebody into a 10k+ hundred blades chain, and the multitude of blocks, evades, and invulns made killing a tanky (healing signet & mace/shield — great sword) warrior extremely difficult for anything not condition based, though most of the pvp I do is in world vs world, i can’t imagine it’s too different in spvp
