Vincent,
Revealed locks out only one defense mechanism, stealth, and hard-counters one trait line option, SA-built-stealth (however revealed does absolutely nothing to affect venomshare, a major contender for this trait line). It doesn’t do anything about the other defenses. It is not a be-all-end-all “you lose defenses” debuff. Period. End of story. Anyone dying solely because of SA not giving them passive defenses while in stealth is a bad player. I understand it weakens the thief and counters the trait line when specced a certain way. But again, so does boon corruption to arcane elementalists, and unblockable effects to a guardian, which you also completely ignored. These kinds of effects exist for every class and pretending they do not is ridiculous.
Weakness also hard-counters Acrobatics, since the entirety of Acrobatics at its core is effectively about increased dodges via vigor and increasing Vigor’s potency. Having weakness doesn’t mean much still for Acrobatics, because it can still use stealth as a defensive mechanism, or simply wait out the duration via other defenses. In likeness, a stealth-built thief can simply Shadowstep away from combat and re-engage once a revealed debuff if applied by another player expires.
SA would be overpowered without Revealed. SE would be a passive cure 1 condition every 3s – best in the game; Hidden Thief is permanent 50% move speed – best in the game; RoS would be a permanent 25% reduction in damage stackable with protection – best mitigation in the game; Rejuv would be permanent passive healing bordering on Healing Signet and an effective 25% cooldown reduction to all weapon skills. Alternative, BP + HS spam would be the fastest blind applicator in the game to a point where even standing near a smoke field by a thief would be dangerous out of low counterplay.
You claim the Deadeye doesn’t provide an answer to being revealed. So what you’re saying is defensive stat increases, teleport skills, and long-ranged DPS to maintain pressure from a distance are not good things to have while revealed? You mean these concepts which have been explicitly not given to the thief and historically removed on the sole basis that they are so strong because of the thief’s core kit having too much synergy with these mechanics isn’t a basis for arguing that the Deadeye offers solid compensation for being revealed? I’m sorry, but that claim is foolish. The intent is to allow the profession to be able to reveal itself considering SHF only lasts as long as the Revealed debuff and is only accessible while revealed. This is done because the strength of even remotely good 1200 ranged damage is so powerful with the thief’s core kit, and that there are potentially devastating consequences to balance if left to working with stealth.
Also, no, stealth is not the thief’s profession mechanic. Steal and initiative are. Arguing that stealth must be the feature of an elite spec because the class description of the core spec says so is also invalid. If going by profession descriptions, then warriors should be the fastest class in the game, since it states that the warrior relies on speed. The thief mentions this nowhere, so why are we supposed to be fast? The Elementalist states that it does “massive damage in a single attack” as compensation for its low durability. Why then is the ele the tankiest profession in the game, and why do we hit harder per attack than ele? See, profession descriptions are borked, and game design goals change. Arguing that this idea isn’t flavorful because it plays with counterpart mechanics to stealth, which thieves have ready access to, is like saying we need to buff elementalist DPH to be the best in the game and make warriors by far the fastest profession. That’s silly and you know it.
Yes, the specialization is designed to self-inflict Revealed for those building around SHF. Just because you have skills doesn’t mean they’re always useful all the time. The mesmer only gains benefits from performing certain shatters based on its build and as the opportunity rises within combat. I’m not sure how you play thief, but clearly the intent and style of the Deadeye – a committal-based approach to decisions with proper tools to act on commitments – is going over your head by design concept. Your suggestion of a teleport-oriented specialization is demonstrative of this lack of understanding on the fundamental level; the Deadeye is not intended to promote conventional thief style play of low-commitment decisions, such as how the Reaper fundamentally changes the way necromancers approach combat.
The Daredevil has just as little stealth play within the specialization (actually it has objectively less) than the Deadeye. The mesmer has had access to the mechanic since beta, and since release, so have rangers and engineers. Just because they are “experts at stealth” does not mean that everything about the profession must be oriented around stealth and feature only using stealth. Further, intermittent revealed access can only be gained through making an attack from stealth; I.E., the spec still depends on it and can benefit from it at any moment it has the revealed effect, but may choose not to. Revealed is the counterpart of invisibility via stealth, and arguing that the counterpart is not part of the whole of stealth mechanic is simply incorrect; otherwise, revealed wouldn’t exist and wouldn’t at first have been only acquirable through making an attack from stealth.
CnD with SA has a 100% stealth uptime. Also, at release, Reveal only was applied when making a stealth attack, NOT attacking from stealth. At release, D/D was so common because a SA build could infinitely chain CnD (gaining the benefits of Infusion of Shadow which have now been merged to Rejuv) without ever needing to be revealed. This is literally what you’re proposing, because with this idea, a thief could still permanently chain CnD for infinite stealth, because initiative regeneration continues while stealthed. This is a strictly bad idea, and frankly, almost demonstrates your lack of knowledge about the kit as it is. Backstab is also not commonly used unless a foe is being very predictable. Shadow Shot does more damage than a front-facing backstab, and I’ve had extensive theory discussions about the skill as opposed to Shadow Shot in the past. Jana understands that in the context where CS isn’t used, Shadow Shot is always better to use while paired with mug for a +1 in terms of damage safety and consistency and support effects. Really, backstab isn’t that great, and now that MH dagger has been buffed, the aftercast delay on backstab versus the damage on SS make burst engage and DPS favor Shadow Shot use even more.
Comments about Impossible Escape being useless are also invalid. DE/SA with Hidden Thief would enable a Charge to have its Revealed cured by Hidden thief, and then CnD would then stealth. Frankly, DE/SA enables more consistent sustain for stealth weaving builds through bulk initiative restoration than anything else right now. The only loss is builds which camp stealth, in which case, it’s not advisable to be using a specialization option focused on revealed if one never plans to become revealed. This isn’t meant to be power creep or solve all the problems of the core profession like DD did, but provide options to promote other builds. Don’t like being revealed? Then don’t play Deadeye. It’s that simple. Because this mechanic is so tied to the thief, and because it is simply a hunter role featuring high mobility and synergy with stealth, it is not suitable for the ranger (nature magic/pet use/survival) or the engineer (technologically assisted), since nothing else about the kit borrows any synergy or flavor from either professions.
You again clearly demonstrate you have not put forth the effort to work with this design, because you’d have realized there is no pigeon-holing anything into the Grit trait because it’s a minor trait. It comes with the Deadeye as a non-option. You strictly just get bonus toughness while revealed for being a Deadeye. Meaning you don’t need to feel pigeon-holed, and frankly, this acts as a means to take damage reduction to mirror that of the effects from RoS while being more forgiving to glassier builds and less overpowered to tanky/troll builds due to format-specific balance concerns. Further, you advocate so heavily for SA, yet this is the trait line with the fewest viable options within builds, and most powerful, pigeon-hole oriented abilities on core thief due to high dependencies of condition cleansing via SE and sustain on Rejuv paired with crappy alternative options unless building venomshare.
Quick Reflexes is there for D/D and similar builds. Again, you seem to have not actually cared to try to look into this proposal and work with it. Seeing as every few seconds you’ll be using backstab as primary damage because D/D lacks Shadow Shot and thus gains the revealed debuff, it gives D/D an extra dodge for free every 10s, gives it super speed to catch fleeing foes (since D/D lacks strong re-engage/chase like D/P, again via Shadow Shot), and refunds endurance, which can be stacked with the effects from Wild Strike, making D/D get more evades on top of Death Blossom’s evasion potential, while also cutting down on initiative use spent on performing skills like Death Blossom and CnD which over time wear down on initiative.
You also seem insistent that every thief must engage with Stygian Charge. There are many teleport opportunities available to have SC work as a mid-combat skill to keep the thief going, especially again if Impossible Escape is used, which would give a thief substantial initiative resources to keep fighting and not need to camp stealth waiting for initiative restoration.
There are traits for every weapon and every build. They might not be super-strong-must-haves, but that’s part of making a balanced specialization. It’s a specialization; it’s not a must-have. You’re confusing this with buffs to the class you’d like to see rather than giving the thief new options and methods to deal with some of the new styles which have opened up for other professions which have made the thief indirectly weak, such as the Dragonhunter.
Your protest of Revealed not being good for the thief as a mechanic does not belong in this thread, and frankly, is your only valid basis for argument on the elite spec. If you have no other things to say aside from the fact that you dislike the Revealed effect and as a consequence disagree with the proposal on that basis, I strongly suggest you stop posting in this thread as our discussion is leaving unfriendly walls of text and is deviating away from the core discussion of the specialization other than a few comments about synergy among certain weapons. Further, if you wish to discuss synergy or believe there is a flaw in synergy or design of the profession as systems exist within the game, simply post on that subject, and we can discuss the issue as an isolated topic.