So, let me preface this by saying that I am a Warrior main. As such I hate all stealthing classes and find them boring to fight and generally obnoxious. However, I used to feel that in most situations where I wasn’t backstabbed at 25% HP (I’m OK with that that’s what the rouge archetype does) I had a fair chance if I avoided the initial burst.
Tonight that view changed. My guild encountered a Thief that had the ability to not only survive an onslaught of 3 players, but could also hit hard enough to down us. He never got to stomp because we all know to lay down CC on the downed guy then res, but the fact was that the second you got his health low he would vanish and then appear shortly after back at full health. These are not bad players. Most of us hit all of our skills but it never mattered, they could always escape, heal up, then go right back on the offense. D/P Thieves I can beat by forcing them to use their countermeasures then popping Zerker Stance and going for the kill, but this build had countermeasures on such a short CD that multiple CC focused builds couldn’t stop him.
I can’t say I know enough about Thief traits to say exactly what they were running but I do know that the combination of Sword/Dagger could strip our Guardian of boons and then burst them down. Their use of Infiltrator’s Return and Withdraw allowed them to quickly disengage when things looked hairy. What made things worse is that we KNOW we downed him via the scream, but because they always stealthed when they got low they could just stack more stealth while we flail around with no clear idea of where he was. THAT is what ate at me the most. They went down, but because getting downed doesn’t reveal you (which is stupid) you aren’t always punished for it.
It felt like it was less about their personal skill and more that the stealth itself allowed them to do things that shouldn’t be possible. This isn’t your ambush class archetype, this is sustained assassination. Even though we chained CC’d, Immob, you name it, it didn’t matter because all they had to do was chain stealth a few times and they would be all healed up again.
Rogue-like classes are supposed to excel at either high amounts of burst damage via ambushing their target or being more of a bruiser and using dexterity to avoid getting hurt but staying in the fray. In GW2 as a Thief it is possible to do both in one build. It seems that if you mess up your ambush you aren’t generally punished, you can simply stealth up and try again. I am so sick of this “you can still hit them when they’re stealthed” because while that’s true said Thief can use any number of methods to get the hell away from the danger all while healing up. This will only get worse on the 15th when they’ll be tougher while stealthed.
It seems like it’s too late to do a total redesign of Thief, but what we need is more anti-stealth mechanics in the game. Giving even a single ability to apply reveal for a few seconds would give you a chance to punish a Thief for screwing up. The same applies to Mesmers, the ability to harm your foe while remaining invisible offers little counterplay and simply shouldn’t exist.
There are so many things wrong with this post.
Namely 1 2 3 4 dodge/block.