Those aren’t unreasonable scenarios, frankly. And that goes back to staying power and whatnot. Get caught in a sustained fight and you’ll likely be in that position.
Watch any D/X thief in any tournament and count the number of times they front stab, then get back to me.
Also note that a ranger who roots you and stays in melee range isn’t a bad player. Unless you’d like to just state that all S/x rangers or classes that use an immob and go in on melee are bad lol.
You are in stealth in this scenario. What exactly are they fighting?
Running at an “angle” doesn’t help. If you keep your camera forward as the thief, the skill would travel forward, thus making it land. You’re implying the war would need to do a zig-zag via WWS + rush and the dagger would need to be thrown delayed such that the skill would miss. Otherwise it should and would have always landed. Nike war just doesn’t move that way.
Oh my god, you don’t actually know how DD works, do you?
You just verified that DD on two targets would hit harder than a stab from the bounce. It’d end up with almost twice the base value and about 18% less scaling due to the bounces returning on the original target. Not to mention it hits both targets this way. Two thieves could wipe an entire party this way by using SR on both and both pressing 4 -> 4.
If I were to use the old DD now, each bounce would deal around 6000 damage on a given target. That’s 12k per person in a group of two on what was once still 8 init, versus 12 from CnD stabs over a much longer period of time with no paired cripple.
The post was a mixed reply to your and Ein’s criticisms over my post. Ein stated the damage nerf was overdone and two years ago when the nerf actually occurred, that it was unnecessary.
I’m sorry, I naturally assumed we were comparing backstab to 1 DD (pre damage nerf), not 2, because comparing it to 2 is asinine.
They don’t front-stab because usually they can’t afford one. A lot of players do not even have points in critical strikes now, making the backstab damage similar to an HK’ed front stab if it doesn’t crit. And in sPvP, most people can’t afford a front stab, seeing as the damage in general is so nerfed in the format and toughness values/durability values are so much higher than in PvE/WvW. My frontstab in WvW does 6-10k. If you want to tell me that that kind of damage isn’t substantial, I’m sorry but there’s no helping you.
Do you play ranger? Entangle ignores stealth altogether. It hits anything in its range. S/x ranger also tracks stealth naturally on its auto-chain, even moving stealthed targets. Perma-cripple on S/D often makes it pretty dang hard to run around your target this way seeing as it takes longer and they remain on you the whole time while most importantly facing you. The options against a good S/D ranger are either reset or kill them facing forwards. With any luck, my mug + CnD also hits for another 4k + 8k or so, totaling 20k with a front stab. Double Strike and a HS and that ranger is on the ground dead and with myself at low health. No more auto-targeting allows for a stealth/heal recovery since the pet won’t track. Trying to flank in a fight like that is pointless.
Please enlighten me as to how basic geometry works. I’ve never once had an issue with DD missing unless the target was out of range. Center your camera and align with the angle they’re moving in. Throw while jumping for extra range and reliability. I think it’s you who’s really failing to understand how this skill works.
I’m not referring to using two DD’s. I was referring to a “group of two” players. DD can hit the same target more than once from its bounces. That’s why it was overpowered; it used to be such that if you used the skill against a group of two players, it would hit each player for 5k + 5k damage. With the lower projectile speed, it wasn’t uncommon for people to use SR -> stalk and get close -> DD -> DD again during the first’s mid-air flight such that you wouldn’t get revealed before casting the second, causing both to land and deal around 20k total damage to each player within a time frame of less than a second. Now do this with just two thieves; a group of four will go to downed state from nowhere. This is why DD’s damage got nerfed to begin with; it was just too good in scenarios while against more than one player, which is why I targeted that response toward’s Ein’s statement about the damage nerf being unnecessary. It genuinely and absolutely was.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
(edited by DeceiverX.8361)