-Charr Thief-
It’s good to be bad!
All your suggestions are good, except Leavers.
Do you want add a “We give up” Button? I dont think it will help.
Oh and two further things:
1. Nobody cares if you are the best engi or not.
Pls stop that, its annoying.
2. Why do you write about yourself in the third person?
In the last few months always around 3-15G.
I use every coin for my legendary
Stealth is OP, but thieves are one of the worst classes in this game.
lol so in that case:
stealthed ranger is op
stealthed engi is op
stealthed mesmer is op
but a stealthed thief is the weakest of themi heard you live in an upside down world.
1. Read again.
Both sentences belongs together and both are important to understand my post.
2.
Mind Game:
Imagine yourself all these 4 classes and take stealth away.
What remains?
-_-
Another fool, who can’t distinguish a mechanic from a class.
Stealth is OP, but thieves are one of the worst classes in this game.
-.-
Traps are crap (like venoms)
LoL venoms/traps is really powerfull this is only L2P issues.
Tripwire – 3 sec knock down every 25 sec is really strong and you kill all paper enemy on this single stun.
Ambus – perma minion, really good on venom share build.
Shadow Trap – easy combat breaker or powerfull offensive spell when you use dagger.
And venoms ? All venoms is great with venom share.
Weak skills cannot improved by L2P and the venoms are only good with venom share (if in a group of 5), but without it….
I know no other class, which skills are so dependent from a group like these from thieves.
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Blind powder was never a problem, only the players, who are just too stupid and stay in the field.
Traps are crap (like venoms)
It will, just give them time. LA ist huge.
The fastest way to reach lvl 80 is to use 78 Tome of Knowledges.
From lvl 2 to 80 in less than 2 minutes.
One time, in two years, my withdraw was interrupt.
I dont know, if it was a bug or really good timing, but it is/was possible.
We (and Warriors) are part of the next Skill Bar at the 9. August.
So, let us see what will happen.
My hopes:
Rework stealth (with that a rework of SA and HP Pool)
Rework acrobatic
Rework BT
Rework/Buff Venoms
Rework Traps
Mug can crit in PvE again.
Rework Underwaterskills
Wishes:
Change Smoke Screen from line to field
Switch Last Refuge with Smoke Screen
Rework of Flanking Strike
Fears:
They do the same like in the last two years.
Let’s all remember that thief skill bar is not here yet maybe just maybe all classes will be more or less balanced or heading that way just maybe.
Yea, that’s right, but do you think something will change after that?
I can’t do this.
The best Single Target DPS Weapon is D/D. Everywhere.
Sword isn’t single target.
v Just saying. OP asked for single target and I give it to him. Dubl Ds and Pew/Pew
(unless traited). :I #floodcontrolsucks
It’s, if you spam C&D and TS
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Apologies if I’ve missed it, but I have yet to see someone suggest team-switching to spectator working the same as switching between Red and Blue. Disallow it if it would unbalance the teams. The general case is still possible, but harder. One person could move to spectator in a 5v5, but autobalance wouldn’t happen unless another player from the same team left the arena completely. Even if this doesn’t fix the problem entirely, it still makes team switching more consistent and less able to be abused. This should probably be done regardless of any other steps we could take.
Can I make a suggestion about this theme, also if I dont believe that the problem, about which the OP wrote, exist.
It’s just an idea, but…
what if, players can only change the team in the first 2-3 minutes and, after this time, leave but cannot join a team until next round. Autobalance works further, how it does now.
PS: Do we ever get (the same or a changed version of) “Raid on the Capricorn” back?
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1)
I dont think, that Initative need a rework, unless maybe with that what I wrote in my last post, because it is good balanced.
Thieves have more freedoms to use weaponskills, but the skills are weaker than normal weaponskills, the waste of initiative high influence to dmg and survivability and the pool shared between both weapons, which make weaponswaps for 5 new, operational skills impossible.
Thieves can’t use, over the same long period, so many weaponskills like the other classes, because the proportional between cost/reg are much worse, than the skill/cd of the others.
2)
-66% Ini-Reg through chill, were just too strong.
Don’t forget, that thieves can’t switch weapons for 5 other skills, and that thieves are complete deffentless, without their weaponskills.
The have no deff against rangeweapons, like every other classes, only against melee.
The slowed movement have already big influence on their survivability, and -66% would kill them.
If you want decrease their inireg, then give them blocks, otherwise it’s not possible.
Snip
By reworking (or should I say “reworking”)the stealth mechanic, you are completely ruining the thief class. All that is going to be left is S/D evade builds, but then ppl will complain about that even more and then that’ll get “fixed.” People make it sound like stealth is a way to god-mode in a fight and not be able to lose. […]
That’s the problem.
Stealth is just bad designed and need a rework, because it’s nothing more than a triggermechanic for BS or the traits of SA.
It’s a mechanic that need no tactic, no skill and no forward-thinking about your next step, only a finger to spam it every 3(or 4) secs, and this don’t conforms with the rest of thief-policy.
(And it’s very hard to counter, or give them the chance to attack them before they can stealth hmself again.)
How you already wrote, would a change to stealth ruining the class, that’s correct because:
Venoms are terrible,
traps are terrible,
acrobatic is terrible (and full of stealth traits),
trickery is terrible,
they are terrible underwater,
support doesn’t existent (beside dmg)
and that stealth is no big help in PvE, because all these strong randomhits and aoe-attacks.
They are very weak and fewer and fewer play someone, especially in PvE, while even more people hate thieves, because one unbalanced mechanic, while they get one (indirect) nerf after another until they are death, because they cant exist with or without it.
That’s why first stealth and then the whole thiefclass need an overhaul.
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Great trick. Thank you
@LaronX
As a thief, I full agree to your post.
To bad that the most people can’t (or will not) see the truth.
As a person who also plays a thief, I question how you think nerfing stealth would benefit the class. As it is , if you are caught alone by a Thief, sure it’s bad news, don’t expect an ambush to be gentle. With company by your side however, a spike build Thief that has just come out of stealth probably wouldn’t be as formidable. Slow him down or immobilize him, and that flimsy zerker gear he is likely wearing isn’t looking as good as it did a minute ago.
Also consider that PvP isn’t the most important aspect of this game. Alot of people play primarily for the open world content, and some never even touch PvP or WvW. How fair would this be to the PvE thief players that enjoy using stealth for beating the life outta things in dungeons or the open world content ? They’d suddenly find themselves punished for using the stealth mechanic in the way that Warriors use their adrenaline, or Guardian uses their virtues, as they were intended within the game mechanics.
We’ve all had our gripes about other classes being OP, what makes these arguments any different from people calling Warrior OP? Because you can see him coming?
Currently, stealth is very bad designed and unbalanced.
I don’t think they should nerf it, but the duration of stealth and revealed need a rework.
I would increase stealth to 5 secs (8 secs with Meld with Shadows) and revealed to 10 secs. 100% Chance for revealed after stealth.
I know that SA, Acrobatic (anyway), like many other traits and skills, and their general survivability need then a overhaul, but this is already necessary.
Especially if thieves shall have enough survivability, without spamming stealth or evasion the whole day.
In PvP and WvW stealth is just unfair, while in PvE stealth it’s no help, cannot protect you (unless against trashmobs) and the fact that their survivability is nearly complete build around the use of stealth, make them defenceless.
Btw I’m a PvE thief, so I know how bad they are there and this is one of the reasons because thieves and stealth need a overhaul.
@Topic
If you want, that chill affect more on thieves, then so that chill increase the weaponskill costs by 1 (or 2) Inipoints.
Everything else would make them to much to a freekill, especially for me.
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@LaronX
As a thief, I full agree to your post.
To bad that the most people can’t (or will not) see the truth.
So if you interrupt a thief skill do they lose the initiative or not? I’ve seen both answers in this thread now.
If yes, I’d say things are ok with initiative. If no, well it needs to be the other way. Interrupting and immobilizing, i.e., controlling the thief should be the way to beat one. If they are immune to interrupts and can just respam their crap, that sucks.
My understanding was that they lose the initiative. Is this true?
Yes it’s true.
They lose/waste their initiative if you interupt them, because Thieves need enough Initiative before they can use his skills.
Everyone who had played the thief for at least one minute know this.
This is one of the the main different, between Ini and normal CD’s.
Thieves don’t get it back his initiative, if their skills are interrupted, while the other 7 profesions get a short cd of 3 sec and can use again after this.
[In the time between the activation and the first effect (Dmg, block,etc.)]
PS: Don’t listen to the crying guys, the most dont know what they talking about.
So if you interrupt a thief skill do they lose the initiative or not? I’ve seen both answers in this thread now.
If yes, I’d say things are ok with initiative. If no, well it needs to be the other way. Interrupting and immobilizing, i.e., controlling the thief should be the way to beat one. If they are immune to interrupts and can just respam their crap, that sucks.
My understanding was that they lose the initiative. Is this true?
Yes it’s true.
They lose/waste their initiative if you interupt them, because Thieves need enough Initiative before they can use his skills.
Everyone who had played the thief for at least one minute know this.
This is one of the the main different, between Ini and normal CD’s.
Thieves don’t get it back his initiative, if their skills are interrupted, while the other 7 profesions get a short cd of 3 sec and can use again after this.
[In the time between the activation and the first effect (Dmg, block,etc.)]
PS: Don’t listen to the crying guys, the most dont know what they talking about.
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@Lighthammer
It’s not impossible to balance because stealth, it’s impossible because they dont split between the modes.
Removing stealth would nobody help, at least the thief. (A rework is still necessary)
ANet have to rework the time of stealth and revealed, both at least 8 secs.
Then is stealth more than a simple mechanic that they need to spam to be strong and it is possible to add effective counter.
(The same with PU-Mesmer. They aren’t so strong, because their skills or traits, they are strong because stealth.)
I play a thief, since the beta and I know, how big the different between stealth and non-stealth builds are. Also that stealth is no big help, unless against trashmobs, in PvE.
Things that need a fix/rework too, are the (Thief-) Venoms, Traps, the whole Acrobatic traitline and a few other traits.
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Theif are op becous they can play glasscannon and still survive like a bunker. And they are the reason I cant play my ranger with any other spec than bunker, and even bunker specced most theifs can take more damage then my ranger can.
Survive like a bunker? You mean run like a little girl the second you realize you can’t win the fight? There are no way a thief can survive any focus in a team fight. Any focus and it drop instantly.
Just relax, your ranger are getting some pretty nice buffs soon, so I do believe we will see a shift in the meta.
Im talking about the million evades and blind, cant hit a theif at all. Well the ranger changes are just stupid, will force all rangers too play glasscannon specs and play kill before u get killed style, no tactical thinking needed at all anymore. It was the survability of group support and bunker specs that needed buffing.
I completely agree that ranger are getting buffed wrong as it will literally kill most thieves within a second and that its team support and fight capabilities should be buffed instead. But you know anet….
You know, the current mets builds doesn’t have both blinds and evades. It Is one or the other. The d/p build most used has just as many evades as all other professions. S/D has high evade uptime but no blinds. S/P are the exception with evade frames in Pistol Whip though.
I would not say that rangers are buffed in the wrong way.
I would say thieves are just too weak outside of stealth.
Good Idea.
I wish me Tetris and The Legend of Zelda ^^
So “Hiden thief” (Shadow Arts VIII) don’t work with “Mug” (Deadly Arts III). Stealth from “Hiden thief” instantly interrups by damage of “Mug”. Just wondering: is it a bug or a feature?
It’s like Apple.
It’s a feature, no bug
Hidden Thief + Mug isn’t the only anomaly/ in this game, you should test Black Powder + Heart Seeker and Black Powder + Cluster Bomb.
The first stealth you after the dmg, the second before the damage.
You could also try this: Buy an ascalonian weapon and transform the skin from Bolt on it.
In dungeons and at the night, the effect of Bolt is much stronger than normal, but I’m not sure if this have the same effect of that what you saw.
I believe this was actually fixed a few patches ago.
Oh, really!?
Initiative works fine.
It’s already good balanced, and nerfs are not necessary.
The OP seems to know nothing about thieves, because…
1) Thieves must have enough Ini before they ckittene his skills.
Everyone who play one, know this.
2) The ini-system give them more freedoms to choose which weaponskill(!) they want to use, but they have cooldowns (on weaponsskills) like every other class, it works just a bit different.
They ckittene up to 5 times the same weaponskill in a row, but not more.
Other classes ckittene 4 skills in a row, then switch their weapon and use 4 other skills in a row.
Every thiefweapon use the same Initiativepool, so it’s impossible for them to do the same and over a longer timescale, they ckittene less weaponskills, then every other class in this game.
PS: How do you think, would a normal cd system help, while it would destroy the whole class and his task in PvE?
PPS: Not every thief want to play with stealth and stealthless thieves are much more affected, than this one with stealth.
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This is my favourite outfit for my male asuran.
Helm: Country Mask
Shoulder: Heritage Mantle
Chest: Stately Garb
Gloves: Stately Gloves
Leggings: Trapping of the Lich
Shoes: Acolyte Boots
Why do you push a such old thread?
Pls use the search or open a new thread for your suggestions. -_-
I’m 24 years old and it makes me happy
You could also try this: Buy an ascalonian weapon and transform the skin from Bolt on it.
In dungeons and at the night, the effect of Bolt is much stronger than normal, but I’m not sure if this have the same effect of that what you saw.
Can we come to a compromise, that all classes are OP, UP and broken?
Nerf steal and it will be fine.
90% of the thiefs will ragequit and only the good ones will remain.Edit: Why steal is op?
– Instant
– Interrupt
– Dmg
– Heal
– Poison
– Teleport
– stolen skill is most times useful (thief, warrior, mesmer, ranger, necro)
…one dodge/block/etc. of the enemy and all these things miss.
That make steal to a all or nothing mechanic. This is not OP, but just bad and easy to counter.
As long as we can control if they run on all fours or not, okay.
But else…
No way!
This is the best animation which they have and make them to something special.
Unstoppable?
Only a few, but that comes from the spamming of stealth and the weaponskills, which make them partly invulnerability.
The others are so dangerous like a bucket of warm water.
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Is this a hidden “nerf thieves” thread?
The most classes have no access to more than 2 dogdes (in a row) and the others need the third to survive.
It’s just part of their deffense and they cannot get constrained, because you dont like it.
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sorry for the topic hijack, but i have to wonder: do the revealed traits trigger when the enemy applies revealed to you? that would be interesting.
Yes, it does
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Why not change the range of every shortbow to 1200 and of every longbow to 1800 range?
BTW: THIS thread is about Mug not the SB
I can understand why Mug can’t crit in PvP, but why also in PvE?
What do you think about: Stealth and Weaponskill-Evading
Dagger is fine, Pistol is fine, D/P is fine, stealth is not fine!
Corrected list:
Warrior – bleed, burning, confusion, torment
Elementalist – bleed, burning
Thief – bleed, poison, confusion, torment
Ranger – bleed, poison, burning, confusion
Mesmer – bleed, poison, burning, confusion, torment
Necromancer – bleed, poison, burning, torment
Engineer – bleed, poison, burning, confusion
Guardian – burningStill baffled as to why the devs added two condition based grandmasters to the only class that doesnt work at all as a condition class.
What is with blind, ice, immobility,fear?
We are talking about condition damage possibility by profession.
Then write this is your posts/the title
Corrected list:
Warrior – bleed, burning, confusion, torment
Elementalist – bleed, burning
Thief – bleed, poison, confusion, torment
Ranger – bleed, poison, burning, confusion
Mesmer – bleed, poison, burning, confusion, torment
Necromancer – bleed, poison, burning, torment
Engineer – bleed, poison, burning, confusion
Guardian – burningStill baffled as to why the devs added two condition based grandmasters to the only class that doesnt work at all as a condition class.
What is with blind, ice, immobility,fear?
My thief have only Zerker equipment.
One armorset, two Daggers, one sword and a pistol.
I dont need more, because my deff come from the traits.
The Hammer is fine.
The only change that it need is that the daze from the burst skill have to change to a stun.
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why should you even play DPS as a Thief if Warrior can do it better?
0.o
((facepalm))
As long as you fight against ONE enemy and become not injured, this is wrong.
But if you fight against 2 or more enemies and/or injured, then it’s right what s/he wrotes.
And the second one happen much more.
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It’s no bug and they cant fix it.
But they could change that skills, so that you can move while you use them.
Best tactic against Whirling Axe: Just run away from them.
You dont need more than feets to counter this Skill.
Or, if you want, you use a few of your blocks-, invulnerable- or movementskills. Warriors have more than enough of them, and thieves have no deffense, while they use this.
PS: Warrior’s Whirling Axe is a really good skill against thieves.
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What!? Thieves and buffs?
http://picload.org/image/lppallo/nicolas_cage_laugh.gif
Have you never read the recent balance patches ?
I know we deserve them, but we never get what we need from ANet
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@Aomine
Is this a fact or only your opinion of HJ and the players?
How do you check that the most players in HJ are “noobs”, who sit at the spectate mode?
How do you know, that all these people waiting until they can join the “winner team”?
PS: Your suggestion making the same, what you critizise.
This would give them the possibility to wait until they can joined the winner team.
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