https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
You’ve gotta be kidding me.
This was what carried signets and a large part of core thief in WvW.
Just wow.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Glassy D/D condi Daredevil? LOL.
I mean c’mon if the set itself wasn’t as much of a crutch as it is and the only stat available was full viper, maybe there’d be a somewhat cohesive argument.
But Dire/TB evasion is one of the most durable builds out there for its killing speed right now unless you’re literally just horrible.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’d think they’d be a welcome addition as we start running low on available weapon choices for upcoming future elite specs, particularly warriors, who are running out of weapon options.
It’s no small task, but it’d be a very welcome addition to the game.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Spider Venom, Steal into dodges, extra two poison on steal from DA.
11-13 bleeding, 8 poison, 1 torment , 5 confusion, weakness, cripple, assuming no on-crit effects or DT procs.
All applied while evading.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
if i were building for quickness greatsword i would never use sig of rage, i would probably use sig of agility, sig of rage simply has pathetic uptime. swiftness from sig of agility is also non-trivial imo and is also helpful when running blighter’s boon
I run it on staff for the quickness with shroud, and sometimes swap weapons. Much better sigils to put on the actual sword itself. The ICD on agility negates a lot of purpose in using it at all, even on reaper.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I run sigil of rage for sPvP but don’t for WvW. Though I run it for shroud bursts more than for GS.
Again, you shouldn’t miss with Grasping. Use it without a target, and aim to where the enemy should be. You’ll stop missing.
D/W is definitely better. I’m just finding I’m not having any deliberate issues with GS. Yes, there are some things the weapon struggles with, but imho the potential gains can be worth it at times as far as how GS can do some things that D/W just simply can’t.
I don’t bother with gravedigger unless I have an opportune moment because it’s just not designed for PvP environments. It’s too slow, but the AA chain on the first two hits is quick enough to get partway through and deal very substantial damage. I also run a very shroud-based build, so I try to minimize standing idling outside of it using normal weapons.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’m aware that the thief has damage modifiers. Though quite frankly nobody runs staff master in the PvP formats because EA is too good to pass up, seeing as it’s pretty much the best cleanse in the game.
You’re also assuming the thief is running DA/CS/DrD for the PvP formats which is a horrible build.
You’re also neglecting the 25 vuln and/or 25 might the reaper can very easily obtain (+750 power or almost 30% increased damage from might alone, vuln is extra). I understand in roughly three seconds my reaper reaches 25 might.
We’re not talking about balancing the kit for PvE DPS, though. A slow weapon probably shouldn’t have such crazy DPS because then the DPH would need to be tremendously crazy. And I still think the thief AA chain due to the buffs to make it usable in raids is conceptually stupid and unwarranted, despite maining thief.
Gravedigger hits like a truck and should be hitting just as hard as vault even on such a build. My reaper frequently GD’s above 20k in WvW – much higher than most thieves pull off on vault or even the harder-hitting backstab. Vault just goes crazy in PvE because it can get 25 might/vuln from other players and the scaling bonuses obviously go to town. The only difference is really the animation speed
I almost exclusively play GS on my reaper (now turning into my main with the mileage I’ve put on it lately). Skills 4 and 5 are some of the best weapon abilities on necro imho. There are some terrain issues in a few spots, but I’ve found them to be few and far between, and much better than thief’s pathing issues with its weapon abilities. Knowing what is good and bad terrain from past experience helps a lot, and knowing how and when to use GS5 makes it amazing or horrible. Do know you can use it without a target to have it go strictly in the direction of the camera. This lets you predict where people might be moving and set up big plays.
It’s a really strong weapon for skills 4/5, but the cooldowns are too long to warrant enough re-use. Gravedigger is imho the weakest ability in the kit overall.
I’m obviously talking PvE, who would in their right mind use greatsword in PvP, the slow animations and your lack of ability to block attacks or CC outside reaper shroud 3 make that weapon useless in PvP.
The context of why GS needs a buff is entirely based on PvP. It’s the best weapon reaper/necro has for PvE, and works perfectly there.
I run GS in the PvP formats with no issues. Like I said, skills Nightfall and Grasping Darkness carry the weapon and make it very usable if you play it well. Spamming gravedigger trying to one-shot someone isn’t going to work, though; that’s the supposed PvE meat-grinder.
In respects to Soul Eater and how to fix it, I don’t think it’s really possible to. It’s competing with CV and DD, which are some of the best traits on the reaper in general. It’s way out of its league. Imho, the trait should just be removed, put the cooldown reduction on GS baseline to make 3/4/5 more usable in the PvP formats (let’s face it, nobody’s taking GS or the trait because of some crap healing or 20% CDR), and a new trait that’s got a bit more heal-focus to it, such as heal on kill (it’s a reaper, after all) while in shroud. Kill multiple birds with one stone.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
And then the game would be truly broken rofl.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
It’s a mix of being one-skill-wonders with probably the lowest skill floor in the game paired with having what is probably one of the most absurd damage application abilities in the game which lets them get evades while simultaneously dealing damage. Either or is fine (see power thief). D/D condi with the animation changes is just stupidly safe and quite frankly one of the few continuous cancers that just seem to keep spreading to trying to make the game as a whole less interactive in respects to its PvP and class design.
Caltrops is weak. Uncatchable and LT (LT sucks) are whatever. The issue is Death Blossom’s evade.
And no, D/D condi thief does not have a slow condition buildup time. I can get my own to start ticking for around 3-5k condition ticks in about two seconds. It’s got some of the best potential in the game for condi burst.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
You can corrupt boons all you want, but then they can put the boons back up just as fast, not the fat stack they had to start with, but nevertheless it isn’t that hard to restack boons.
There should be a hard duration limit to boons, but it’s not needed in spvp hence why nothing like that is enforced in balancing other than “25 stacks”.
I really hate how much this game has made combat revolve much more around boons and conditions since release.
I’m with you on the conditions, but the boons aren’t really a huge problem in my opinion. Boon corruptions (turning boons into conditions) cause me so many problems when I play my rev and ele which are both very boon heavy 24/7.
Significant boon strip does not happen in good groups.
It works in 1v1, but that’s not what the game’s balanced around. Plus, on that scale, there’s no need for boons since you can just run dire condi.
Conditions never should have been added to get a scaling stat. They initially weren’t there, and it was fine.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Saw TW streaming last Thursday. Amazing group of about 20 players <snip>
The days of great large skill groups is definitely over if the current TW is amazing. I suppose a group can only get as good as their competition allows but they would get destroyed by the old school GvG groups. Remember the days of Mag GvG or guilds like Agg? Oh the Golden era what a wonder it was.
Remember when the game’s combat didn’t mostly revolve around passive effects and absurdly high defensive-ability uptime?
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Good riddance, imho.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
D/D shouldn’t be about spamming 3 mindlessly while getting free kills.
Nothing in this game should be like that.
Maybe if they properly redesigned the kit, it’d be good for both builds?
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’m aware that the thief has damage modifiers. Though quite frankly nobody runs staff master in the PvP formats because EA is too good to pass up, seeing as it’s pretty much the best cleanse in the game.
You’re also assuming the thief is running DA/CS/DrD for the PvP formats which is a horrible build.
You’re also neglecting the 25 vuln and/or 25 might the reaper can very easily obtain (+750 power or almost 30% increased damage from might alone, vuln is extra). I understand in roughly three seconds my reaper reaches 25 might.
We’re not talking about balancing the kit for PvE DPS, though. A slow weapon probably shouldn’t have such crazy DPS because then the DPH would need to be tremendously crazy. And I still think the thief AA chain due to the buffs to make it usable in raids is conceptually stupid and unwarranted, despite maining thief.
Gravedigger hits like a truck and should be hitting just as hard as vault even on such a build. My reaper frequently GD’s above 20k in WvW – much higher than most thieves pull off on vault or even the harder-hitting backstab. Vault just goes crazy in PvE because it can get 25 might/vuln from other players and the scaling bonuses obviously go to town. The only difference is really the animation speed
I almost exclusively play GS on my reaper (now turning into my main with the mileage I’ve put on it lately). Skills 4 and 5 are some of the best weapon abilities on necro imho. There are some terrain issues in a few spots, but I’ve found them to be few and far between, and much better than thief’s pathing issues with its weapon abilities. Knowing what is good and bad terrain from past experience helps a lot, and knowing how and when to use GS5 makes it amazing or horrible. Do know you can use it without a target to have it go strictly in the direction of the camera. This lets you predict where people might be moving and set up big plays.
It’s a really strong weapon for skills 4/5, but the cooldowns are too long to warrant enough re-use. Gravedigger is imho the weakest ability in the kit overall.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
anet forgot the class that can stealth and do massive condition dmg while invisible
Add power damage to the traps and remove trap runes’ stealth= problem solved
No need for the rest of the class to suffer because some baffoons play a gimmick build. Kill the gimmick build and move on.
Pretty sure he was referring to condi mesmer.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Gravedigger is a joke when you Realize daredevil’s Vault does around the same damage
Wot?
2.25 vs 3.0… GD baseline hits more than Vault + an OP staff AA.
I think people put too much emphasis on gravedigger. It’s a crap skill for the majority of the fight only really good for executes or when the enemy’s burned out and you can reliably make them take the hit. A lot of people also fail to recognize that most professions run permanent swiftness or 25% speed bonuses, so it’s pretty important to run Signet of the Locust, and that alone makes reliability in landing it go through the roof, since you can cast GD while moving towards your target, keep up with them, and land the hit without just being out-run.
It’s definitely a PvE-designed weapon due to its sluggish speed and the reset on Gravedigger, but I think the kit has great use in PvP environments if played well. The real strength in reaper GS is its 4/5 skills. These are absolutely amazing, and I think making them more accessible would enable the GS to be used more competitively.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Jump-casting IS is why I think S/x is better for WvW than shortbow, as when you decide to engage, you can just de-target, not jump the cast, OOC swap into your main kit, swap mid-fight in case of emergency of crazy blown cd’s on the enemy, and IR back to disengage + cleanse if you need it.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Easy to kite with, but it depends on what you’re fighting in respects to how bad the damage is for the most part.
Squishy melee builds can be fought off with relative ease from all the evasion and movement. You’ll whittle them down, but the skill loadout is there and enables it. Ranged builds will give you trouble, since the outgoing damage isn’t quite there.
Tanks or durable builds OTOH like frontline warrior, scrapper, or support aura ele will pretty much sustain infinitely against the lower damage the weapon has.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
@Jeknar
I’m not complaining, just throwing a statement out there to see what duelers/roamers in general think about this build and it’s place in the dueling/roaming ecosystem.
Thanks for contributing
I see… Well, most people won’t even bother dueling one. I even see some dude run power food to bait people into fighting them.
I run a Viper’s variant myself (the original build is carrion for spvp or dire/trailblazer on wvw) and it’s a pretty strong combo aswell, but it lacks the passive defense from the full condi version. I think the big deal isn’t the build itself, but how it work along with the defensive stats. Honestly, any condi bunker is terrible to fight against in a 1v1 situation.Agreed on the bunker statement. But you add the escape potential in as well and it (imo) comes out on top. It’s pretty toxic for roaming in general atm.
Yup. This is really why the build’s so good. Condition stats themselves in WvW are borked as dire/plex + defensive boons + distortion + teleports + stealth + good condition spread is just a really and totally ridiculous mess. Kinda been that way for a while though with changes to confusion, clone AA’s in scepter, etc.
Getting rid of Dire/TB would probably solve most of the problems. Truth is if the mesmer’s any good, he’s only susceptible to burst, but dire/TB gear kind of carries the class’s weakness into being a bear to overcome.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
My biggest tip for WvW is to consider surrendering shortbow for S/x as precasting Infil Strike and swapping before getting into combat via steal gives you a disengage + cleanse if you need it without needing to burn Shadowstep or others if you start losing.
It pretty much boils down to learning other professions and knowing when you can hit them and why/how, and to always have an out. Rev’s auto-taunt and similar passives can kill you on engage if you don’t immediately do something about it. You need to be faster than your enemy at all times and always be evaluating what they’ll do next while making the best decision possible as to how to deal with it.
In essence, only practice can make you a good thief, because it’s mostly dependent on how you play in respect towards your enemy.
Thief doesn’t combo (aside from a few select builds) or have any rotations like most other professions. You play it as you need to. The first thing you can do is to know your kit (whichever you pick) inside and out such that you can cut down a lot on the active strategy of thinking of what to do and when. You’ll figure it out in time. Eventually responses to certain things will become second nature. With enough practice, you should be able to have a pretty familiar idea what your cooldown states should be without looking at the abilities themselves. This is essential when playing out-numbered or against persistent enemies; as someone said above, it’s critical you always are looking 360 degrees around you and into the distance, maintaining enemy locations and their subsequent cooldowns. It’s more important you pay attention to them and what they’re doing than trying to fuss over what skill you have and giving them even a fraction of a second advantage. Once you get your flow down, you’ll be able to pay total attention to your enemies, capitalizing on any opportunity you can to attack, while using knowledge of your limits and the unknowns of their kits to best-determine how to act.
The thing about the thief is there’s very little advice to be given without getting into specific play habits via video analysis. The subtle nuances are what define good thieves from bad ones. Find a weapon set you love, and just play it to death. Learn it inside and out. Recollect on every death, look at the damage logs, and ask yourself why you died, then think on what you could have done to not have died. Re-evaluate your build slightly if you need to if you consistently lose to something for a specific reason. Apply your knowledge, rinse and repeat.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
You play full zerker power reaper in pvp and solo wvw roam?
Sort of on sPvP (I don’t really play it much because I generally dislike how bunker-heavy sPvP is), but I absolutely run/ran it in WvW roaming. It straight-up slaughters most things, boons or not.
The only thing I struggle against is condi mesmer or the crazy-mobile celestial druid build that’s running around since I do not run excessive condition transfer and druid’s sustained mobility and ranged pressure on staff (which can’t be negated by charge) whittles me down eventually since they have pretty close to permanent stability on the build as well and thus can’t be locked down.
Otherwise, it works wonders, and imho, functions better than my thief.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
If you know how to beat thief, it’s cake. I usually run for them because they die so quickly. Get them to engage you and dodge the big hits, pop chillblains at your feet, likely proccing Sigil of Rage. Swap weapons to GS, shroud → stability → Soul Spiral, and whirl for huge damage and poison. If they stay in to fight or are slow to react, they die from like 17-20k damage. If they leave, you have GD and Charge to keep them from running, as well as staff for fear. They’ll pop BD on something, and you can and Punish with the rest of your CC (fear/CttB/whatever).
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Part of the problems within the past year is that the dev’s visions of necromancers got changed and do not match reality. For awhile it did, back during HoT beta weekends when Robert Gee showed us how promising Reapers were. We had access to chill to keep enemies close, we had added sustain via blighter’s boon to compensate for our lack of active defense, and we finally got some personal stab so we aren’t tossed around like a ragdoll as much. Remember those Robert Gee appreciation threads on both necro & mesmer forums? I praised our savior Robert Gee for giving us an elite spec that I thought was fun, action filled, engaging, and competitive. And I was running mostly power reaper builds back then.
So what happened when HoT launched…
-First nerf came in on blighter’s boon, while some say it became better for soloers, it effectively made us worse in team fight situations (where reapers really belong).
-While Power enthusiasts were asking for Greatsword buffs, they buffed Scepter instead, pushing the meta further towards condi. Apparently spamming scepter auto is fun to someone on the class balance team.
-Then the nerf to chill came down hard. Chill damage was overtuned, even necros admit to that. But they didn’t just nerf chill damage, they stripped chill damage completely and replaced it with bleed. They also at the same time nerfed chill duration all around, so we can no longer keep enemies close. I can’t remember the last time anybody complained about chill during this past season, and I wonder why.
-In the same patch where chill got gutted, they nerfed our reaper shroud 3 stab uptime. They reduced our stab uptime and increased the cd on it. This hurt more than you can imagine, because I’m once again tossed around like a ragdoll. Pulled, pushed, knocked down, stunned, dazed, feared, all common occurrence now when you’re in a team fight against worthy, competent opponents.
By now all viable power reaper builds went out of the window, Robert Gee’s vision of Reapers disappeared. Nerfing chill for sake of balancing condi meta directly affected power reaper builds as well
-Of course everybody knows about the latest Rise nerf. While I can understand this same type of nerfs to other classes that have active defense, this nerf on us really hurt. We still have to use it because it’s either this or spectral armor. But let’s not sugar coat this, this was a harsh nerf.
They pretty much sold us a vision of a wonderful elite spec that upgraded baseline necros and made us better. We had viable power & condi reaper builds that were both competitive but not overpowering at HoT launch. Then they chopped it all up and we’ve seen a steady string of nerfs since HoT. All this because Anet is incapable of balancing sPvP and giving each classes multiple viable builds.
Bottom line is right now, condi reaper is still viable in competitive play. But we are easily trained down, easily cc’ed, and we are only dangerous when we are left alone which we almost never are against competent players. In WvW power is still viable in large scale zergs but the boonshare meta has made things more difficult for us; there are more boons than we can corrupt and power damage is reduced by all sorts of protection boons and damage mitigation. In PvE…well who cares, PvE is easy in GW2 no matter what class you play.
So yeah, I guess we’ll have to wait until the next expansion to hear from Robert again, and see what he’s gonna sell us next. If it wasn’t for the new Capricorn map being fun, I doubt I would be playing this game right now.
While I’m no professional necro player, my experience has actually been quite the opposite. I’ve had no issues playing full berserker power reaper since before HoT was released. A lot of the nerfs listed were kind of justified, albeit numerically not to the extent they were, but conceptually, permachill and do much DoT on it was a pretty bad idea. The only one I really disagree with was the stability nerf, but the rest I think were reasonably fair, if not just a little bit much, but the class has remained very playable still.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
So, I finally got a thief to 80 and filled in the Dare Devil training.
It feels wrong, it looks wrong. The amount of damage, evade and CC in one weapon and line of traits seems overly much.
My first ever thief PvP match was a joke too.
I wasn’t a fan of thieves before. After playing one I like them less.
This isn’t 100% serious, mostly poking fun at DD.
It largely is. I think some other posters are missing the point of the thread.
The spec is uninspired, boring, and absolute power creep. It’s not overpowered compared to the other specs, but it’s absolutely broken compared to core thief/GW2.
I know I’m in the minority, but I’d rather lose a fight than play DrD.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Do realize unload has around 40% better damage than backstab does.
P/P just sucks because of all the projectile hate. But without it, Unload is totally broken for how much damage it deals.
It is channeled and does far less damage than Rapid Fire that has nearly twice its range. It also does not have a pierce capability.
Given (DA or CS) + Tr, it actually has pretty much the same base damage. Throw Bound or the CS/DA line into the mix and you actually end up with better than RF on a lower channel time and obviously a lower cooldown. The only difference is pierce/range, but from a burst PoV, it’s better than RF and given BV it’s much better than backstab, still. It only really suffers from all the projectile hate.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
No, I’m looking at baseline shatter damage. The tooltips aren’t correct; they hit harder than they say they do.
I read to you the damage coefficients, not some random stuff I got from the tooltip. These coefficients have been gathered through tests done by other forum users both legit and non legit. These all factor into the same Damage Calculation as each other, there is no difference afaik between the way damage is worked out between classes for weapon skills.
Again, I’m not saying the mesmer’s DPS is comparable. Very far from it; I know the mesmer’s personal DPS is the lowest in the game. What I’m saying is that conceptually, the DPS isn’t there because the burst is without requiring any investment whatsoever. For a thief to get the same burst potential as a mesmer, it already needs to run an offensive trait line, and have conditional modifiers such as < 50% enemy health apply.
Except they don’t. A backstab will do about the same damage as a non invested single clone mind wrack with a 2 clone doing a little bit more than backstab if they all hit.
I also said that other classes have much much better mods. When you take that executioner trait it doesn’t just affect backstab does it? It affects all damage under 50% health. Mental anguish not only affects mind wrack solely but it has a component where the enemy must not be using skills to get the full mod from it adding another layer of work to get the full extent from it.
That’s without mentioning the sheer number of damage mods thieves do actually get if they choose them all by my count it’s 10%, 20% under 50% health, 7% crit damage while over 90% HP, 10% crit damage while enemy is above 50%, 10% precision to ferocity conversion, +250 ferocity while they have fury and extends fury, fury generator, 7% to melee weapons in DD and another 10% for bounding dodger. Remember, these are not additive but multiplicative so a lot of these mods will be much higher.
Rev is the premier example of damage mods running wild though.
Yes, the thief has much better personal DPS in its PvE build, but the chronomancer makes up for that per-encounter via the party-wide damage it provides to others, break bar damage, etc.
However, a thief does not hit like a truck without major problems in its build outside the realm of strict PvE. The meta PvE builds are pretty much unplayable in the PvP formats – I know when I come across a PvE thief in WvW, because it dies from any single remotely-powerful skill – straight 100 to 0, and cannot put up a fight in the slightest. It’s built to AA and it’s laughable to try and kill a good player with AA seeing as it dies to a stiff breeze (skill use is a DPS loss for max DPS PvE thief, and this build lacks Trickery, a mandatory PvP trait line, plus optimal PvE thief plays D/D since it has roughly a 1-2% damage increase on its AA as opposed to D/P).
I’m not arguing it’s fair for the thief, either. I directly opposed the AA damage buffs. They weren’t warranted, and the class isn’t fun to play in PvE because pressing 1 is boring. It got forced into the situation because the class was kicked-on-sight from raid groups, and ANet isn’t willing to re-balance the profession or multiple professions.The point everyone is making though is that many classes have access to a wide number of damage mods that affect everything. They affect burst and sustained damage but are separated across multiple lines so you can’t pick them all in PvP/WvW without being extremely glassy. Mesmer doesn’t have that option and when they do decided to drop alacrity/quickness support the damage still has multiple problems.
- Long ramp up time, sometimes up to 20s to reach what most classes do in the first few seconds.
- Tied to a single target so when it dies or disappears so does your DPS as well as mostly being single target in nature.
- Laughably poor against multiple enemies due to a combination of the above and waiting on phantasm cool downs even in condi builds.
If other classes decide to go full selfish DPS, they can, it will give a damage increase and while they won’t reach the lofty heights of ele, thief and epi bounce necro but they won’t be complete crap and usually pull into the 20-25k mark. Some classes can even do good dps while retaining a varying amount of support too like guards, rev, ele, epi bounce necro and engineer.
Edit: Here’s the post Pyro was referring to about PSEA warrior buffing the raid vs chrono buffing, thought I’d track it down and save you the trouble as you won’t know what topic you’re looking for. Added reading
I’m aware of how damage is calculated. You seem to be misunderstanding that the game-reported skill damage coefficient on MR is wrong. Because the damage formulae is the same, it therefore deals more damage than listed via tooltips, and more damage than the person who I reponded to who said the aforementioned skills had higher damage coefficients, while meanwhile listing the incorrect coefficient. Baseline, Mind Wrack is one of the hardest-hitting abilities in the game. I’m not arguing about scalars, because I already know how damage modifiers work; I’m [tied with] the hardest-bursting thief in the game as a consequence for knowing this. The dealio is that to get the results of what baseline mesmer has, other professions need to invest more in offensive capabilities. That’s why the potential is lower; giving mesmers easily-accessible scalars to pump huge DPS and burst would break the class on the conceptual level leaving it out-damaging everything else. Get rid of the shatters, and mesmer can have a field day with scaling bonuses.
That said, you don’t really want to be a scaling-based profession in sPvP, so do know that requests for scaling bonuses as an elite spec mechanic replacing shatters implies specific and pretty much exclusive PvE use. Baseline numbers are consequently developed lower with this in mind, and thus the profession becomes dependent on scaling bonuses, and since sPvP stat pools are so low for power builds to scale off of, the scaling bonuses are less meaningful than they are in WvW and PvE. +200% damage on a skill that hits for 1 damage nets less damage than +100% on a skill that deals 2 damage. This is strictly why the thief isn’t a good fighting class when played offensively in sPvP, and why it’s a problem-child for game-wide balance efforts as a whole. It’s why the AA’s got buffed; it was all ANet could do without changing the way stats got calculated in sPvP while fixing the kick-on-sight aspect of the class from raids, else with buffed coefficients you’d have nonsense like 40k backstabs in WvW and huge hits in sPvP if the coefficients got increased, instead.
I just mean to clarify that this is why base coefficients on the mesmer can’t be raised so substantially, particularly if another elite specialization is to introduce selfish DPS; if mesmer got its hands on scaling bonuses and had shatters available without subsequent nerfs to shatter base damage as how the thief is designed, it’d be grossly overpowered.
That said, I’m not against making the chronomancers stack up better to other support builds in PvE. I’m not in a place to justify talking about specific implementations that would fix the problem without collateral, but all I do know is that in order to increase mesmer’s selfish DPS potential, shatters need to go, else they need to get nerfed, but then the core mesmer and chronomancer end up nerfed with no means to get around it, with the justification only being a specific elite having scaling damage access.
This is in essence the same problem the thief has had for years, and it’s contingent only because of the split stat allocation amounts in sPvP. If normalized to PvE allotments, then this would largely be a non-issue, particularly in the case of elites or baseline abilities.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
Facepalm
Can we just close this thread rofl.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’ve said it many a time.
Mesmer DPS is low because it has such innately high burst on shatters. Is it fair? Sort of, but that’s why chrono had to give support: high personal DPS would allow it to replace pretty much everything else considering the amount of support it provides (which is enough to mandate taking one).
If the mesmer wants a DPS option, it needs a specialization that removes its shatters. That’s up to the mesmer community to decide and deliberate on if they want it, but that’s what needs to happen to enable such high damage.
This is well said. Until I played with shattering, it was a slog to do anything DPS wise. It was just really slow.
1. Mesmer demands LOTS of attention and focus from the player to achieve the most DPS it can offer.
2. Conceptually, it is probably very diffcult to balance the damage offered between shattering and weapon skills, so playing non-shattering builds offer little in comparison.Problem is that shatters are garbage dps compared to what everyone else has.
If Anet balanced classes based on what other classes do or have, you might have a point. But they don’t, so it’s not relevant. That changes nothing of what I have said. REGARDLESS of what kind of damage a shatter burst does, compared to anything else, my points are still true.
You’re…wrong. Your points are wrong, all of them.
Anet obviously balances classes based on what other classes have. How else would they balance? That’s…sorta the whole point of balancing.
On top of that, mesmer dps is a problem regardless of how balance is conceived. Mesmer is objectively awful at dealing damage in a variety of ways in PvE, and this makes the class less fun to play, which makes the game less fun to play. Less fun = less likely to purchase items on the gem store, which impacts Anet’s bottom line. It’s absolutely something they have to take into account.
I’ve said it many a time.
Mesmer DPS is low because it has such innately high burst on shatters. Is it fair? Sort of, but that’s why chrono had to give support: high personal DPS would allow it to replace pretty much everything else considering the amount of support it provides (which is enough to mandate taking one).
If the mesmer wants a DPS option, it needs a specialization that removes its shatters. That’s up to the mesmer community to decide and deliberate on if they want it, but that’s what needs to happen to enable such high damage.
This is well said. Until I played with shattering, it was a slog to do anything DPS wise. It was just really slow.
1. Mesmer demands LOTS of attention and focus from the player to achieve the most DPS it can offer.
2. Conceptually, it is probably very diffcult to balance the damage offered between shattering and weapon skills, so playing non-shattering builds offer little in comparison.Problem is that shatters are garbage dps compared to what everyone else has. A single burst every 10 seconds that’s additionally limited to your cooldowns for illusion production? Utter garbage.
Every other class can easily outdamage the shatter burst by just autoattacking, let alone using dps skills.
Right. I’m not saying it’s fair that the mesmer has no option to play a selfish DPS build, but it is a consequence of an attempt of balancing the class given the innate high burst potential the class brings to PvP and the supportive damage increases it brings to PvE since it didn’t lose the shatters in Chronomancer. If the shatters get removed, the mesmer can see huge bumps to its AA DPS if they really want to.
So your point about PvP burst is at least semi-valid, but your point about supportive damage increases is absolutely and totally wrong. There was a recent thread in this forum comparing the damage increases provided by chrono, PSEA warrior, and druid. Chrono actually had the lowest net increase while still having by far the worst damage.
I don’t keep up much with the numbers games for competitive speed-clear raiding since I don’t raid for speed clears, so I’ll admit defeat if it’s the case in this respect, and changes should be made accordingly based on what’s most balanced profession and spec-wide with consideration for the next spec as well. I’d still be fine with thief AA nerfs if we see a global reduction of power creep from damage. In fact, I’d prefer reduced AA to a reversion of the stealth skill changes which killed D/D power thief entirely from PvP formats. But that’s another rant.
My point remains, though; shatters are going to be the distinction in the name of balance that makes mesmer conceptually deal lower DPS than most other classes, since the burst is factored into its performance in multiple formats. Too high of follow-through damage given the existing kit would make the profession overly-powerful in a plethora of other situations. I’m not claiming to have the solution, either, but rather am trying to demonstrate that this is a class design flaw itself getting in the way of justifying giving mesmers tons of personal DPS.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’ve said it many a time.
Mesmer DPS is low because it has such innately high burst on shatters. Is it fair? Sort of, but that’s why chrono had to give support: high personal DPS would allow it to replace pretty much everything else considering the amount of support it provides (which is enough to mandate taking one).
If the mesmer wants a DPS option, it needs a specialization that removes its shatters. That’s up to the mesmer community to decide and deliberate on if they want it, but that’s what needs to happen to enable such high damage.
What the hell are you talking about, arcing slice and eviscerate outscale any shatter damage you can do. kittening Vault on a staff thief hits harder than a shatter on a power build.
Eviscerate: 3.0; Berserker Decapitate 2.5+2.5 (if both hit, secondary damage not affected by anything)
Arcing Slice: 1.2/1.8 below 50%; Berserker Arc Divider 1.32/2.31
Vault: 2.25
Mind Wrack: 3.105You’re not hitting as hard because you’re not playing offensive traits and boons, while the people who hit so hard with those abilities are.
I’ve said it many a time.
Mesmer DPS is low because it has such innately high burst on shatters. Is it fair? Sort of, but that’s why chrono had to give support: high personal DPS would allow it to replace pretty much everything else considering the amount of support it provides (which is enough to mandate taking one).
If the mesmer wants a DPS option, it needs a specialization that removes its shatters. That’s up to the mesmer community to decide and deliberate on if they want it, but that’s what needs to happen to enable such high damage.
wtf?
Is this another thief expert telling mesmer what to do again?
look here:
https://wiki.guildwars2.com/wiki/Mind_Wrack
https://wiki.guildwars2.com/wiki/BackstabI take it you didn’t look at the wiki notes because you probably aren’t aware of what the coefficients actually are.
Or that for backstab (same coefficient as Blurred Frenzy) to hit harder than shatter, a thief needs to run at least two damage trait lines to match baseline no-might no-bonus MR, since it’d need external modifiers of about 30%.
I mean c’mon. I’m no expert mesmer, and I’ve never bothered to look at the exact math as to what damage numbers should be to account for trade-offs, but I know the coefficients better than the so-called experts insulting me for not knowing the class?
If you’re gonna be super arrogant and dismissive of the fact that having huge burst baseline on top of high DPS and the best offensive support in the game is a bad idea in the making, at least be somewhat correct about what you’re saying when accusing other people of having no authority when discussing facts to tell you what’s good and bad conceptual design.
Except in all of these you’re taking the best and maximum possible values. You always assume we’re getting the 30% bonus not the 15%, that we’re getting a full 3 clone shatter when most of the time in a power build you’re lucky to get a 1 clone against the AoE around. I mean heck, you main thief, you know how much AoE there is, imagine you have 1/4 of the thieves health in berserker armour.
You also forget that a thief and many other classes get damage mods that not only affect their burst but also every single other skill they use when a thief picks up executioner it applies to all skills hitting a target under 50%. That’s your auto chain, HS spam, shadowshot spam and pulmonary impacts from headshot spam.
A Mesmer gets what? 15% damage increase to phantasms, whoop, the equivilent of a 7% boost to dps. Wait there’s more, rather than just getting fury and it giving you 20% more crit chance you have to trait for half your damage to get fury otherwise they don’t because boons prioritise players!
When a thief builds for damage they hit like trucks, whether it be PvE or PvP. I believe it’s now the highest dps on small/moving targets all for pressing 1 and dodging every now and then.
No, I’m looking at baseline shatter damage. The tooltips aren’t correct; they hit harder than they say they do.
Again, I’m not saying the mesmer’s DPS is comparable. Very far from it; I know the mesmer’s personal DPS is the lowest in the game. What I’m saying is that conceptually, the DPS isn’t there because the burst is without requiring any investment whatsoever. For a thief to get the same burst potential as a mesmer, it already needs to run an offensive trait line, and have conditional modifiers such as < 50% enemy health apply. Yes, the thief has much better personal DPS in its PvE build, but the chronomancer makes up for that per-encounter via the party-wide damage it provides to others, break bar damage, etc.
However, a thief does not hit like a truck without major problems in its build outside the realm of strict PvE. The meta PvE builds are pretty much unplayable in the PvP formats – I know when I come across a PvE thief in WvW, because it dies from any single remotely-powerful skill – straight 100 to 0, and cannot put up a fight in the slightest. It’s built to AA and it’s laughable to try and kill a good player with AA seeing as it dies to a stiff breeze (skill use is a DPS loss for max DPS PvE thief, and this build lacks Trickery, a mandatory PvP trait line, plus optimal PvE thief plays D/D since it has roughly a 1-2% damage increase on its AA as opposed to D/P).
I’m not arguing it’s fair for the thief, either. I directly opposed the AA damage buffs. They weren’t warranted, and the class isn’t fun to play in PvE because pressing 1 is boring. It got forced into the situation because the class was kicked-on-sight from raid groups, and ANet isn’t willing to re-balance the profession or multiple professions.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’ve said it many a time.
Mesmer DPS is low because it has such innately high burst on shatters. Is it fair? Sort of, but that’s why chrono had to give support: high personal DPS would allow it to replace pretty much everything else considering the amount of support it provides (which is enough to mandate taking one).
If the mesmer wants a DPS option, it needs a specialization that removes its shatters. That’s up to the mesmer community to decide and deliberate on if they want it, but that’s what needs to happen to enable such high damage.
This is well said. Until I played with shattering, it was a slog to do anything DPS wise. It was just really slow.
1. Mesmer demands LOTS of attention and focus from the player to achieve the most DPS it can offer.
2. Conceptually, it is probably very diffcult to balance the damage offered between shattering and weapon skills, so playing non-shattering builds offer little in comparison.Problem is that shatters are garbage dps compared to what everyone else has. A single burst every 10 seconds that’s additionally limited to your cooldowns for illusion production? Utter garbage.
Every other class can easily outdamage the shatter burst by just autoattacking, let alone using dps skills.
Right. I’m not saying it’s fair that the mesmer has no option to play a selfish DPS build, but it is a consequence of an attempt of balancing the class given the innate high burst potential the class brings to PvP and the supportive damage increases it brings to PvE since it didn’t lose the shatters in Chronomancer. If the shatters get removed, the mesmer can see huge bumps to its AA DPS if they really want to.
Coming from a primarily-thief player, having such strong AA’s is honestly overrated. It makes encounters in general one-dimensional and a small tweak to balance in the name of another format could kill off all reason for the thief to be used in PvE groups and the likes, since support typically matters more when looking at the context of the whole party’s damage output versus a single individual’s – after all, the thief’s damage is the only reason it’s taken in “competitive” raiding – it’s not a requirement for general purpose at all, and was kicked on joining parties as a strict liability before ANet buffed its damage so crazily to justify it in top-tier raids. It doesn’t do much in the big picture for clear times; a druid or chrono or warrior are seen as much more valuable and important overall.
I think the real issue most people are missing here is, will a DPS-based, low-utility mesmer spec be considered worthwhile in comparison to a chrono or other DPS-based specs? If so, how will the other specs compensate, and then, how do these stack up to the chronomancer for those who like the way it plays?
True balance is nigh impossible to ANet to achieve, and someone’s going to need to end up with the short end of the stick at some point in some category as a consequence. The real questions are who is entitled to what, who wants to play what and in what way, and then how to keep those thoughts in mind when creating new content in respects to keeping players happy and the game making money.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Re-link servers weekly, and do the linking based on a weighted blend of player-driven metrics over the past few weeks or months, managed by a neural network. Drive pre-link server allocations using this data in tandem with the neural net via a genetic algorithm to make them different every week.
Fewer stomps long-terms while the system tries to balance itself, more responsive short-term re-balancing by mass player migrations, and adaptive response to timezone dominance to prevent nightcapping without needing to reduce the efforts of off-hours players from a point perspective.
No different than what I said two years ago.
Problem solved.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
It’s… almost like historically every game that’s merged servers has seen more damage caused later on from merging servers, because merging servers only fixes the symptoms of a problem and not the problem itself which led to the need to merge them to begin with.
2 months is too long. If you want temporary pairings, abandon glicko and do it right by changing it weekly and making matchups by metric data by how the servers play and are populated.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Yes my Thief is really struggling in WvW now. My Unloads only do 12-13K each against other squishes. My AoE damage with an evade skill, Vault, only seems to do 14K damage. My dagger auto-attack chain only does 7K damage in around 1.5 seconds. My unblockable distance closer, Shadow Shot, does just 6K per use. It’s a good thing that I can’t use these skills more than once in quick succession!
Also my dodge rolls seem to do just 5K AoE and my Impairing Daggers with Mug combo only seems to do 8K damage as an opener – it’s horrible. Also, my Basilisk that I was already using also happens to be applied to people around me with absolutely no investment. I can also chain multiple dodge sources with a bit of stealth to exit almost any encounter. It’s absolutely miserable and impossible to play!
This sarcasm is killing me, stop!
Sorry I had a whole weekend where I couldn’t be sarcastic to anyone around me, so I just had to let it out in this post.
On a non-sarcastic note, I’m curious as to what kind of build you’re running, as running a glassy dps build the only time I’m pulling numbers around 10k is if I get a backstab in on a tower supervisor with several stacks of might.
Do realize unload has around 40% better damage than backstab does.
P/P just sucks because of all the projectile hate. But without it, Unload is totally broken for how much damage it deals.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I’ve said it many a time.
Mesmer DPS is low because it has such innately high burst on shatters. Is it fair? Sort of, but that’s why chrono had to give support: high personal DPS would allow it to replace pretty much everything else considering the amount of support it provides (which is enough to mandate taking one).
If the mesmer wants a DPS option, it needs a specialization that removes its shatters. That’s up to the mesmer community to decide and deliberate on if they want it, but that’s what needs to happen to enable such high damage.
What the hell are you talking about, arcing slice and eviscerate outscale any shatter damage you can do. kittening Vault on a staff thief hits harder than a shatter on a power build.
Eviscerate: 3.0; Berserker Decapitate 2.5+2.5 (if both hit, secondary damage not affected by anything)
Arcing Slice: 1.2/1.8 below 50%; Berserker Arc Divider 1.32/2.31
Vault: 2.25
Mind Wrack: 3.105
You’re not hitting as hard because you’re not playing offensive traits and boons, while the people who hit so hard with those abilities are.
I’ve said it many a time.
Mesmer DPS is low because it has such innately high burst on shatters. Is it fair? Sort of, but that’s why chrono had to give support: high personal DPS would allow it to replace pretty much everything else considering the amount of support it provides (which is enough to mandate taking one).
If the mesmer wants a DPS option, it needs a specialization that removes its shatters. That’s up to the mesmer community to decide and deliberate on if they want it, but that’s what needs to happen to enable such high damage.
wtf?
Is this another thief expert telling mesmer what to do again?
look here:
https://wiki.guildwars2.com/wiki/Mind_Wrack
https://wiki.guildwars2.com/wiki/Backstab
I take it you didn’t look at the wiki notes because you probably aren’t aware of what the coefficients actually are.
Or that for backstab (same coefficient as Blurred Frenzy) to hit harder than shatter, a thief needs to run at least two damage trait lines to match baseline no-might no-bonus MR, since it’d need external modifiers of about 30%.
I mean c’mon. I’m no expert mesmer, and I’ve never bothered to look at the exact math as to what damage numbers should be to account for trade-offs, but I know the coefficients better than the so-called experts insulting me for not knowing the class?
If you’re gonna be super arrogant and dismissive of the fact that having huge burst baseline on top of high DPS and the best offensive support in the game is a bad idea in the making, at least be somewhat correct about what you’re saying when accusing other people of having no authority when discussing facts to tell you what’s good and bad conceptual design.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
I’m gonna be honest with you emkelly,
The first day I picked up D/D condi, it was the easiest thing to play of anything I’ve ever tried in the game.
In most cases, I had to almost try to lose fights to die. I’ve petty much shelved the character because I find myself getting bored winning without much of a challenge. It’s basically condi mesmer, except not as OP, but less interesting to play since there’s basically no diversity in skill usage at all. Even on power, D/D’s crappy 3 and 4 have enough purpose and can be used to make some seriously big plays.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
If Rending Shade works like the other boon stealing on a thief, it is almost pointless in the current meta. The crap that typically kills begins and ends with might stacks.
Problem is the order of boon stealing is fixed. Fury, might, resistance and quickness are near the end of the priority list so when something with 15 might stacks gets near a thief the chances of actually stealing it are very slim.
Even then when we steal it we only get 1 stack regardless of how many they have.
The trait itself is bad, too, even if boons weren’t so easily-applied. The boon rip won’t happen because the stealth attack won’t happen.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
D/D could largely be fixed with skill reworks on 3 and 4. Real talk, though, ANet isn’t probably ever going to change them because that’d take substantial resources.
P/P is a little bit trickier.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Probably not for long. I’ll run out of steam to care soon enough if this isn’t fixed. I can do a number of more productive things than peruse poorly-formatted reddit posts and a huge number of white-knights that go out of their way to downvote any criticism of ANet there.
FYI you should champion to improve thieves as a whole not just D/D while making D/P out to be the bad guy.
I read that thread and any down votes you got are well deserved. Look to improve the entire class not just your preferred way to play.
I’ve done so repeatedly, over and over, and time and time again, the culprit reasoning as to why changes cannot be made profession-wide lies in balance concerns with D/P due to power creep or over-buffing it, from a combined mix or both conceptual and mathematical reasons. I said it in the thread and I’ll say it again, I do not balance to compete with power creep. I balance relative to the rest of the profession and the core game as a whole. Strict buffs are not necessary, especially when considering the profession in various formats, and reworks will do very little without making tweaks to multiple sets, which includes downgrading aspects of D/P. The talks have been fone for years, I’ve personally done out the math, and so have many others; it’s just not reasonable to expect to make any changes to the profession without first nerfing Shadow Shot (and now Impacting Disruption via an ICD) at the very, very least.
Further, the rest of the thief from a numbers perspective is fine as-is. Blatant issues between formats (sPvP stat distribution) are to blame for the thief not performing well there, and that’s just a real, true fact. Go to WvW and you’ll realize the profession is absolutely fine once it can scale its stats properly.
It’s dominant for a reason, and thief as a profession is broken for a very similar one. The demand for a change to the ICD on stealth attacks is based only because of the way it specifically impacts D/D power. Frankly, if D/D power had a good kit, I actually wouldn’t care about the ICD so much. If the aegis got removed from PU on mesmer, I actually wouldn’t feel much of a need to complain at all.
It’s not out of selfishness but recognizing that the change was unfair to D/D despite being intended to raise the skill floor on D/P, which is largely failed to do. Yes, I play D/D power, so I have tremendous stake in the argument, but claiming that D/P is non-functional because of the change is actually just foolish, and the prospect of making proposals for the entire rest of the thief is a totally different subject, and something I’ve done repeatedly many times. As I said, however, D/P’s numbers are often to blame for a lack of progress in making such suggestions, since most necessary tweaks to fix MH dagger or thief as a whole cannot be reasonably suggested due to D/P gaining too much from said proposals.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)
I’ve said it many a time.
Mesmer DPS is low because it has such innately high burst on shatters. Is it fair? Sort of, but that’s why chrono had to give support: high personal DPS would allow it to replace pretty much everything else considering the amount of support it provides (which is enough to mandate taking one).
If the mesmer wants a DPS option, it needs a specialization that removes its shatters. That’s up to the mesmer community to decide and deliberate on if they want it, but that’s what needs to happen to enable such high damage.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Probably not for long. I’ll run out of steam to care soon enough if this isn’t fixed. I can do a number of more productive things than peruse poorly-formatted reddit posts and a huge number of white-knights that go out of their way to downvote any criticism of ANet there.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I don’t answer to ANet on reddit (I learned recently from a friend that they do not have the authority to have extending moderation staff and answer to reddit themselves, which enforces free speech), and to be honest, I’ve actually given up on the game so long as this change is here, so I really don’t care if people get upset with the language. Cat ‘em, like the over-sensitive folks here who can’t take some honest criticism. I hope all this time you’ve not thought I’d just had a particular liking for baby cats, either :P
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
D/D power was systematically destroyed of all viability last patch. D/D condi is overpowered cancer because you can press 3 and win most fights.
S/P is better since it has stealth with daredevil. It’s probably the best burst build on the thief, since D/D is so bad right now, and P/P is hard-countered by pretty much everything since most specializations from HoT run extremely high uptime projectile hatred.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
The more decoupling of traits from weapon combinations, the better. Traits shouldn’t fix weapon sets or allow them to work. Stats should. Traits should affect how a given player in general approaches combat.
I’ve been saying this for a long time. There was a long stretch of time where Anet seemed to be obsessed with fixing skill issues through trait updates, which is a terrible balancing paradigm.
You and me both. I recall numerous threads where we agreed on the issue and had similar balance philosophies.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
I wonder if a simple 3 seconds of Stealth on Cloak and Dagger (without needing to hit something) would help Dagger/Dagger enough.
It would be a pretty cheap way to enter Stealth compared to Black Powder. It could be stacked 3 to 4 times if you commit all of your initiative, similar to Black Powder. But it would be lacking the combo field and Shadow Shot to assist in melee or gap closing, so it wouldn’t be trying to mimic Dagger/Pistol.
It would give a bit more flexibility, however, in that you don’t have to commit to stacking Stealth at the beginning like you do with D/P. You can CnD once, then if you can’t get in position for a Backstab, just CnD the air again to gain 3 more seconds.
If my calculations are correct, and you’re running with Preparedness, then you can stack a total of 12 seconds of Stealth… the same amount you can get with D/P.
People have been proposing hit-less CnD for years, and despite being heavily invested in D/D power, I actually do not think it is a good idea. D/D’s kit by concept is around having tools to deal with foes while out of stealth, such as through extra evasion on DB and mobility impairment on Dancing Dagger. The problem is both of these skills are underwhelming, and in most cases are objectively worse in every way even when combined to simply using Shadow Shot.
CnD has been fine for years up until the advent of the amount of defensive power creep from HoT. Whiffing it until HoT was pretty much either caused by poor play or substantial lag. Those in the thread who play along with me can verify that even in HoT my consistency is very high to a point where I can claim on my own accord that the skill itself isn’t flawed in its design.
The condition of being close to the target to gain relatively cheap stealth is something that defines D/D and made it previously the golden balanced standard. There was high reward for a risk, and all classes/sets should carry this to some extent on their major abilities.
I’ve always stood against this proposal because I am a strong believer that stealth should be a temporary ability used to throw opponents off rather than just getting free resets. Extended stealth isn’t fun to play against, and is harder to counterplay. Good thieves do not need more than a second or two to take advantage of having stealth, and others shouldn’t feel oppressed when a thief goes poof. There’s a skill in hitting stealthed players, but that’s only possible within a very brief window, and the better they are, the harder it is to do.
If the venom changes stick (I doubt they will due to break bars), it may actually be best to see the skill just be made unblockable in general. This way it sees a blend of elements from Shadow Shot and BP while carrying more risk due to a non-safe engage/access (invuln/evading characters can turn around and try to slaughter the thief as always, which is fine), and can respond to the power creep from HoT (as I sincerely doubt they’ll nerf OP defenses any time soon, because people love their crutches).
What D/D lacks is mobility to keep up the unrelenting attacks and stickiness that the set requires to function in order to be close enough to land CnD. Further, the set lacks meaningful disengage, with other sets like S/x and P/D have built-in, and D/P and X/P has through chaining stealth via leap finishers. DB being changed to an evade that lunges forward with the bleeding component removed would enable the set to be much slipperier if failing a CnD or not being able to land one, and the condition option needs less safe play to rack up conditions. As a compromise, Dancing Daggers should be reworked to no longer bounce require 4 initiative, get 66% increased power-based damage, and apply to a target and up to two others nearby, applying cripple and a few stacks of poison. This pushes D/D condi into a throwing-dagger-themed build, but ups the skill cap in PvP environments since the damage and evade are de-coupled while having great synergy and increased potential damage output due to the effects from Potent Poison. With Impairing Daggers, D/D condi thief can take on the form of a more more conventional rogue/ninja poisoner/knife-thrower with poisons with some slippery defenses and escapes rather than sheerly an acrobat/sustainy-build that somehow just evades everything and makes people bleed all over the place in the process for no good thematic reason.
the might on p/p is fine since its irrelevant. everyone blocks, evades, reflects, immunes, obstructs and can easily line of sight the shots. also the damage on p/p with 25 stacks of might isnt great. sure decent opening burst but poor sustained dmg.
i think we need more time to analyze p/p before changing anything.
Unload has 30% more damage than backstab even without the might. It’s fairly easy to achieve numbers of close to 25-30k unloads in WvW with the right build. True facts, though, is that nobody these days actually plays truly offense-focused builds, because comparatively to spamming defenses and playing condi, they’re not as good and can’t be facerolled due to their difficulty.
P/P only has problems because of the amount of projectile hate in the game. Otherwise the set is actually very, very strong to a point that without it I think it’d warrant a nerf, particularly with DrD’s Bounding Dodger for stealth access.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Otherwise I agree with you; buffing its numbers will not affect anything; Death Blossom and Dancing Dagger need a redesign, and the damage from 7/26 needs to be undone.
I can’t speak for WvW, but in PvP, I usully use DA/CS/T for the damage output (SA feels so weak). I know it lacks power compared to WvW, but I still feel that much of the problem comes from all of the passive defenses of other professions.
What is your take on passives, and what would you suggest for the Thief to become more of a competitive fighter in PvP?
Would it be to simply normalize the stats between PvP and PvE/WvW, giving more damage/sustain to PvP? Or to give counters against passives? Or something in addition to or something different entirely?
SA is weak in sPvP because it doesn’t provide sustain comparable to other professions and depends on stealth. Since stealthed targets do not contribute to point control, the trait line is of little purpose in the entire format, and since the damage on the thief is too low from sPvP stats based on the nature of how the thief acquires damage (scaling) to compensate for this deficiency, the entire profession has no role except to roam uncontested points; consider the purpose of the thief in sPvP without the shortbow: it has none, and even with the shortbow, is often rendered non-essential due to mobility options on other professions.
Simply upping damage coefficients is a non-answer because then it overpowers the thief in PvE (already top-tier DPS) and makes the class overly one-dimensional in its power in WvW, which up until this recent patch, the thief as a whole was a well-balanced class aside from a few select small-scale builds, which typically were universal gear problems over class problems.
Passives ruined the game. At first, it was just Warriors with Defy Pain. It’s now so out of hand we have thief with invuln. If I had full authority over the game, I’d remove all passive and RNG effects from the game. Knowing exactly your enemy’s capabilities and calculating them out is essential to perform well in PvP environments. The best of the best players will pay attention to every skill use by their opponents and know the cooldowns of those abilities – even short ones – to identify exactly what to do and when while simultaneously reacting to the given battlefield. A passive with no indicator throws a monkey wrench into such calculations, and often throws too much chance into how to approach combat in general. Simply, they allow for sloppy play, and lower the skill floor while having a very ambiguous effect on the skill ceilings of various professions, making the game ultimately more difficult to balance when considering the effects of passives on low-level and high-level play.
To make the thief viable, as well as all other builds, stats need to be normalized to PvE/WvW exotic-values, which the rest of the game is largely balanced on. Professions with different allocations of boon access and scaling potential are difficult to balance when the stats swing to wildly; I can achieve 4k power, 240% crit damage, and another 70% bonus damage modifiers in WvW, netting backstabs well over 20k, but am hard-pressed to get even glassier builds to half of their health on a combo in sPvP, despite running the same builds on both thief and opponent. Further, I can run an ele way tankier in sPvP and have comparably better damage as to WvW, since the offensive stats are lower in sPvP and boons yield the same amount of stats, thus the percentage of value gained from boons is objectively better, so a boon-based build can get similar power values despite running gear with tremendously lower power values. The boon builds have dominated the scene for this sole reason; sPvP is in it of itself an imbalanced format that’s incompatible with the other two. Normalizing stats is the easiest solution, since splitting balance requires an examination of every skill change made independently and how those changes would affect format-specific play. We can run the numbers for WvW and PvE at the same time and know its result for the most part, but cannot do so as easily with sPvP and balance accordingly. Concepts and workarounds become increasingly more difficult as more of these changes are made, too, as format-specific skill and trait selection isolates many traits into niche purposes, which could have otherwise been reworked to fit all formats in mind from a conceptual and mathematical perspective.
If the stats are normalized, most issues with diversity in sPvP would dissolve. WvW has had more viable builds in small-scale than sPvP for years, the only exclusion being the existence of mathematically overpowered gear combinations like dire perplexity/TB and Durability runes. Undoing the recent change for the thief would put it among a leading aggression/decap class while indirectly nerfing pure sustain builds due to the influx of other, higher-yielding-damage stats. Previous amulets could subsequently make returns with little affect on balance, too, since such defensive amulets were taken away by the recognition that defensive stats were indeed too strong for the stat limitations of the format, for offensive options since the introduction of even Ferocity have been mathematically under-performing, exacerbated by the defensive power creep from HoT and beyond.
This isn’t a thief-exclusive issue, either. It applies to all scaling-based builds with few boons. This is the best possible change for the game as a whole, and further the thief is simply dependent on it for most of its class concepts to function properly.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Robert should be head of balance and everyone knows it.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
Cloak and Dagger
Damage increase: 20%
Range: 130 -> 170
Vulnerability: 3 stacks(5s) -> 5 stacks(4s)
Stealth (on hit): 3s -> 4s
Blind (only when CnD misses): 4s to nearby foes on 240 radius. (Is not a smoke field).There you go, fixed and not broken.
Yeah, totally not broken for a skill to be bumped to 4-5k damage up to 6-7k when connecting such a skill usually follows with a backstab and mug damage.
Offhand dagger is fine.
This is like ele complaining that their fire overload doesn’t do as much damage as air overload so it needs a buff. Just because pistol offhand is overtuned relative to the other offhands doesn’t make the other offhands bad.
Everything will always look bad next to the optimal weapon.
Thief does not need more damage.
This would put dagger/dagger, which is already ahead of staff in PvE even further ahead as collateral damage, erasing staff builds from pve.
OH dagger isn’t fine. The problem is that the kit isn’t cohesive for power builds despite that being the original intent/function, and thus cannot compete with D/P to even a reasonable degree (only applicable due to current state of power D/D with the decimation from 7/26, it was passable before, although still needed skill reworks). Otherwise I agree with you; buffing its numbers will not affect anything; Death Blossom and Dancing Dagger need a redesign, and the damage from 7/26 needs to be undone.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
The more decoupling of traits from weapon combinations, the better. Traits shouldn’t fix weapon sets or allow them to work. Stats should. Traits should affect how a given player in general approaches combat.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/