to be fair, I always assumed the shadowstep-stomping to be unintentional anyway. if it nerfs our utility to a point where the devs have to notice our current state, then great. if not, then it’s not exactly a new trend, is it?
eh, if they made the theives do more (run around, dodge, etc) I think they could be a really interesting summon.
They do dodge, actually. The pistol ones dodge, and both genders avoid AOE fields.
And they drop free powder fields.
I mean a sort of constant motion thing. the kind of “here, there, everywhere” idea.
I think it’d be an interesting alternative. mesmer – they all look alike, can’t find which is which. with thief, it’s usually easy to tell which is which, but it’d be hard to pin any of them down.
I dunno, I’m just spitballing here.
eh, if they made the theives do more (run around, dodge, etc) I think they could be a really interesting summon.
Thank you Anet!
I feel as though we, the community, could make some needed changes and balances to the class if Anet paid more attention to our outcries.Warrior is sitting somewhere crying in a corner with the 1000 suggestions being made and ignored.
to be fair, thief is still in the same position it was in a week ago (minus the CD on out-of-range steal)
while I’m happy at this change, people shouldn’t forget that it’s a small change in the grand scheme of things, and thief still needs a whole lot of work.
Who’s this Lord Helseth?
Team Captain of The Civilised Gentlemen – a consistently top tier PvP team – and an incredibly experienced mesmer player.
he’s also a very competitive-oriented player, sticking to PvP almost exclusively.
(feel free to correct me if I’m wrong here)
this is certainly appreciated.
now if we could continue this with an updated implementation of withdraw…
that was supposed to be implemented 4+ months ago.
we’re actually sitting on about 5 1/2 months now.
shameless bump. issue is still an (unacknowledged) issue.
I’m thief + war main. i have to play 4 classes ?
Epic.
My main’s a thief.
second’s a warrior…
Let’s launch PvP League and not balance the game, cause kitten logic
With bugs, I love invisible CC!
Seriously, GW2 is a complete joke of an Esport.
need a solid base game to build a solid Esport.
and PvP hasn’t been this shaky in a while.
+1 for 4 reasons
the first three as outlined here:
+1 For 3 reasons:
1) This change was not outlined in the patch notes, which is not only sneaky, it’s bad business practice.
2) This change resulted in a range bug where it seems to think I’m out of range when I’m clearly not (no red line under the skill)
3 (and most importantly) there was absolutely no need for this change. It solved a problem that didn’t exist. They “fixed” what wasn’t broken.
Please reverse this change, ANet. It’s in your best interest considering your Thief community is already pretty upset and ready to give up.
and lastly, because I’m just used to +1ing now. it’s all I know.
“We strongly believe that regular balance updates are one of the key pillars of building a successful competitive game. As such, prior to each season, there will be a balance update. League play will generally begin about two weeks after a balance update to ensure that the metagame has stabilized in an appropriate manner. Balance will be closely monitored throughout the season with the goal of having solid balance going into the postseason tournaments.”
emphasis mine.
If you sat down for coffee with Karl, what would you want to talk about (I imagine it wouldn’t involve yelling and accusations)?
Withdraw.
what the actual hell.
because if Karl can’t explain that, then I don’t think there’s much more to be said.
it’s not a proper patch without a thief nerf.
looks like even nerfs have better stealth than we do.
I will
notgive up
thinking we’re gonna get a balance patch in the forseeable future.
Hm, for spvp.. Does it even matter? The thief-“meta” says we shouldn’t face enemies anyway = no need for dodges… :>
we need the evades to get away from the fights we’re not supposed to fight…
Bolt III: Zap
Capacative bottle fails to register in the collection, despite having unlocked every bottle-based item in the collection – all of which require the bottle to obtain.
is there some way to get this fixed? I’ve already crafted a second bottle hoping to fix it, and it’s pretty much the last thing I need in the collection.
I found a workaround: Right clicking it and adding it to the collection seems to work.
The bottle seems to be tradeable for some reason, but only account and character bound items add themselves to collections.
Thank you.
You’re my new favourite person.
my computer is telling me that I can’t hit +1 more than once. I’m gonna keep going for a while anyway.
seriously though, finished the collection, thanks a lot!
regarding the timer – doesn’t it promote dps over tanking (zerker meta over a more attrition based playstyle)
true, you’ll want condi damage as well as direct damage, but the timer really does rule out a bunch of playstyles, and pushing it towards a viper/zerker meta isn’t much better than the old pure zerker meta.
ANet set out to kill the all-berserker glass gear meta, not kill glass gear use. See, what happens is this: ANet creates instanced content that any combo of builds can complete; players use and demand all-glass gear and trivialize the content. That was/is many of the dungeon paths. It would be raids if ANet designed them to be done by any gear works parties. ANet did set out to enforce their soft trinity and it looks like they’ve come close to doing so. One arm of that trinity is damage, and if your goal is to prod players to make maximum use of all mechanics, then you need to prod them to make maximum use of the damage ones as well as everything else.
I’m not saying make content that any combo of builds can complete, just make some content that requires builds other than straight damage. the massive focus on damage is getting kinda old.
surely it’s possible to find a way to make tankier builds better in certain circumstances, or just shake things up a little.
regarding the timer – doesn’t it promote dps over tanking (zerker meta over a more attrition based playstyle)
true, you’ll want condi damage as well as direct damage, but the timer really does rule out a bunch of playstyles, and pushing it towards a viper/zerker meta isn’t much better than the old pure zerker meta.
So you make that seem like a bad thing? The game isn’t going to be 4 nomads just smashing there healing buttons randomly to beat a boss while they take like 2 damage. This is the reason why timers exist, so raids don’t become like this: https://www.youtube.com/watch?v=0anv1XswfIc
if they can pull that off, then the defensive builds are too strong defensively. but I don’t see why a tankier setup can’t work if balanced right. if I recall, necro was designed to be an attrition-based champ. it’s a reasonable playstyle, why not allow it?
regarding the timer – doesn’t it promote dps over tanking (zerker meta over a more attrition based playstyle)
true, you’ll want condi damage as well as direct damage, but the timer really does rule out a bunch of playstyles, and pushing it towards a viper/zerker meta isn’t much better than the old pure zerker meta.
Bolt III: Zap
Capacative bottle fails to register in the collection, despite having unlocked every bottle-based item in the collection – all of which require the bottle to obtain.
is there some way to get this fixed? I’ve already crafted a second bottle hoping to fix it, and it’s pretty much the last thing I need in the collection.
I agree 100%, thief needs to benefit from alacrity.
ps: the title sounds like they have already changed itI’d rather it didn’t frankly, as that would open the door for initiative to be affected by slow.
Be careful what you wish for…
slow is the opposite of quickness, not alacrity.
which brings the question, does quickness affect initiative regen? since it affects other classes’ cooldowns, one might expect it to.
Pistol 2 roots them?
2 is a short immobilise, but that’ll only ever slow them for a bit. a knockback not only slows them, but sends them away, undoing their progress. it’s far more effective. also, to keep the seekers at bay you’d have to spam body shot, which would cause a sizable loss of DPS.
The problem wont be the lack of cc, but rather the lack of knockbacks. A problem I’ve been having with my guild is that the ranged team in charge of the green circle tends to die to Seekers, even with decent amounts of knockbacks, etc. Since thief has none of these, I don’t see it going that well, especially because thief is so fragile.
That said, it would be hilarious if this ends up working.
Edit: unless stealth makes Seekers ignore you…then it might not be as large of an issue…
I’ve notice this, espescially in raids. there’s a few ways in which thief is the odd class out, but being the only class without knockbacks is certainly one of the more notable ones here. it’s a situation staff or physicals could easily have fixed, but apparently they decided not to.
thief has a trait for daze on steal, and I also believe there’s an immobilise on <50% health targets trait to.
in terms of skills, there’s a few. off the top of my head, I’d say:
Scorpion Wire
Basalisk Venom
Palm Strike
Bandit’s Defence (if hit)
Impact Strike (first two parts)
Devourer Venom
Signet of Shadows active? (can’t recall how blind is handled.)
Caltrops (traited and skilled)
Head Shot
Body Shot
Dancing Dagger
Weakening Strikes
basically, anything that applies hard or soft CC will damage a breakbar. so anything that applies knockbacks, knockdowns, launches, pulls, stuns, dazes, immobilise, cripple, blind (I think, not 100% here), or weakness.
Dont worry, anet will delete thief so problem solved.
we started with 8 professions, and we still have 8 professions…
Case in point, I don’t know what the seekers are, but as far as movement goes, thieves have a 1200 range pull on a 20 second cooldown via scorpion wire. If it is a matter of lowering break bars, thieves are actually really good at it. Far better than my guardian is. My thief is the only toon I have that can brute force a break bar without having to rely on stacking debuffs for long periods of time.
seekers are relatively unkillable, high-damage adds. the only way to deal with them is to keep them away from the boss. the pull might work, but that means being away from the boss itself, which cuts damage. in this case knockbacks and launches are king.
as for breakbars, the seekers don’t have them. it’s all about moving them, so thief-style CC is far less useful. true, you could spam pistol 2 or 4 to keep them in place, but that’ll drain your initiative quickly and only pause the seeker’s progress, while a simple banish will put a single skill on cooldown and actually move the enemy back – far more efficient.
I know breakbars are the big new thing, but they’re not the only use for CC, and when it comes to putting distance between them, thieves are always the one that move. so when we need to keep two enemies apart, we end up woefully unequiped.
I have a condi ranger, and on him I go down twice as often as I do when running condi daredevil. Here’s why: condi rangers have no defense. While I’m throwing down bonfires and traps, I have no protection. Condi thieves are all defense. Between Death Blossom and Lotus Training, I’m utterly invulnerable for at least half of the time. On the venomshare build I get 8k ticks of poison on top of all of my other condis. On the condi ranger, I don’t get as high of ticks, and I am wholly reliant on my opponent standing still inside of my fire fields (which they don’t. surprisingly often).
well I also have a condi ranger, and I don’t get downed on it half as much. you’ve got pets to help tank, the sort of passive defense a thief can’t hope to approach, and a number of pretty good heals (one of which got an actual buff recently, not just a patch-note buff)
and while condi thief has a lot of evades, all that you need is to be out of initiative, out of stamina once, and you’re gonna get hit. and that hit will do a kitten sight more to a thief than a ranger.
top this off with the sort of condi stacking rangers have. I’ve been able to drop 30-40 bleed stacks quite easily on ranger, and I’m lucky to drop 30 stacks total as thief, across several conditions. add in that ranger has access to burning – which puts the damage in condition damage – and there’s no real compare.
Last I checked, condi engineer numbers are completely inflated. They’re calculated using unrealistic animation times and rotations, and if I remember correctly, assume canceling every aftercast and completely stationary enemies.
I haven’t spent much time on my engi, so I can’t be 100%, but if engi wasn’t top condi damage, we’d probably have heard something by now. engineers have been kings of condition damage for as long as I can remember. they came out of the july 23rd patch rolling, and there’s a reason there was a chrono/4 engi meta for high-end fractals following HoT. if any other class could compare, we’d have seen it by now.
Well, rezzing, but I would still ague that thieves are one of the best stealth classes, because of how easy it is to use. Getting stealth on an engi requires blowing several cooldowns using damaging explosives in a smoke field, which is prone to failure. Sneak Gyro is cumbersome and eats up the elite slot. Mass Invisibility requires dropping time warp, which is never a good idea. Thief stealth is easy: you use shadow refuge and then you’ve got 15 seconds of stealth, 20 when traited. Shadow Refuge also only takes up a utility, which means that if there is some other need-to-have utility, you can still put it one one of the remaining slots.
firstly, stealth ressing is a stupid answer here. we’re talking about instanced content, which means skritt tons of AoE. funnily enough, circles don’t care about stealth.
secondly, being downed is a significant drop in damage. most of the healing should be done on living party members, usually by the healer/support. sure, people are gonna get downed, but if you’re picking a class specifically for ressing, you’re doing something wrong.
thirdly, how useful the stealth is depends on the situation. shadow refuge requires the entire group stay in one place for 4-5 seconds. that’s not always gonna beat out gyro or mass invis. try SRing mid-cannon phase against mai trin, see which stealth’s more effective.
on top of this, engi and chronomancer bring a lot of useful things to a fight besides stealth. top-teir condition damage for the engi, alacrity, boon-stripping, and high-end direct and condition damage for the mesmer. thief’s main selling point is stealth, and we really can’t top these two on the extras.
though, since stealth is no use here, which is more effective is a moot point.
Here’s the thing: every time I take an honest look at thief, I don’t come up with all of these deficiencies that everyone else has.
well for my part, I can switch from my marauder’s daredevil to my soldier’s warrior, do the same or better damage, take far more in the way of hits, and provide a lot more group support, and all this takes far less effort than thief does.
I don’t mind thief being a higher-skill class, but I’m not feeling a trade-off here. if the extra effort provided extra damage, or extra survivability, then I’d get it. as is, it feels like way more effort to just match the other classes.
The only complaint here that I actually agree with is that our boon strip is unnecessary whenever there’s a mesmer around. That happens to be true of every class not named mesmer.
Revenant also has pretty good boon-steal, I believe. and that’s fine, it’s okay for one class to be the best at something. I just wish thief was too.
I’m curious, since we seem to have number-crunching folk kicking about here – what would the numbers look like on a thief running Soldier’s armour and berserker’s trinkets? (weapons could go either way)
just wondering, thanks.
I get the distinct feeling that this is a self-reinforcing problem. People think thieves are “bad” because no one takes them into raids, but no one takes them into raids because people already have the preconceived notion that they are bad.
Possibly, but I did try the raids. I did a few runs, and eventually quit because I didn’t feel like I was contributing.
compared to mesmer sword, my boonstrip on steal is negligable.
thief doesn’t have any knockbacks, so at best I was slightly delaying the seekers – even busting all my stuns and dazes doesn’t match a decent guardian banish.
If I wanted to completely stat-swap all my gear, I could’ve tried a condi build. but even then, the group would’ve been better off with a sinister engi, or even a condi ranger. and both would down less than me.
even DPS wise, I didn’t notice much on my end. I threw everything I had in often enough – but I never noticed my damage making a significant difference. not to mention, I kept having to break off to heal or evade, which dropped my dps quite a bit.
Stealth – even if thief was the best stealth class (which is arguable) – is completely non-existant. at no point will stealth be useful.
so yeah, people might be quitting before they give it a try. but from what I see, giving it a try might well be why people are quitting. it was for me.
Guys, can we ask for a buff on Skelk Venom too?
Too soon?
depends. do you want the buff in the patch notes or in the game?
Killed VG just fine using Staff Daredevil in a DPS slot, huge damage and CC from Physicals. Close to killing Gorseval right now with Venomshare – easy 15k+ DPS with Alacrity from our Chronomancer and nice CC from Basi.
Seems like you forgot everyone else can dps a lot better than the current state of thief with even better survivability. This won’t change until anet does anything which is most unlikely. Just because you did it doesn’t mean it’s the most optimal option because if you killed the boss, that’s because the rest of the group consisted of the better classes supporting all roles and keeping personal dps
Better survivability than dodging everything? I was the only one in the group that never entered downed state and probably had the highest Scholar uptime. The AoE damage aura ticked for a pathetic amount that the Druid was healing up in less than a second. A proper Staff + FF rotation has pretty much the best damage in the game when it comes to burstiness, which is what matters against Gorseval since the encounter is constantly shifting. Same with Vale Guardian to a lesser extent. Good part about CCing for us is that we don’t lose DPS. A Revenant needs to move to Staff out of Sword, which is an enormous DPS loss, while Fist Flurry + Palm Strike is enough for 2x Weakening Charges worth of damage. That, plus the Gorseval fight permanently Reveals everyone, which allows Staff to have +200 Power at all times.
People that think Thief has bad survivability don’t know how to dodge, and with Daredevil, which is the top DPS anyway, there is no excuse. Evasion may not be sufficient with some other kind of undodgeable debuff in another fight, but the first 2 raid bosses have no such thing, and others will be responsible for healing you anyway.
the difference is in passive tankiness. if a warrior messes up a block or an invuln, they’ll take some damage. a thief misses a dodge, you’re gonna take one hell of a hit. sure, others are responsible for healing, but that requires there to be something left to heal.
those poor revenants. someone should talk to Anet about that, that’s really sucky…
honestly, as someone who ran condi thief for 3 years, all I can say is play it if you want to have fun, but don’t go near high-end content. dungeons were tricky for a while, fractals were tough, raids will break you. because, in the end, thief is more or less the worst condi class. no burning (which is about 60-70% of all condi damage) and can’t stack conditions anywhere near as well as some other classes (ranger bleeds, for example). plus, you’ll die a lot more than other classes.
it’s fun, it’s just not effective.
It’s role is warming the bench on the side lines.
but we don’t have enough burning for that…
so I spent a little time on the first boss of the new raid, and I could help but wonder…
what is thief’s place here?
there are a few obvious necessary jobs:
Tank – 100% not Thief. Warrior probably, maybe Guardian or Revenant.
Healer – I’m not even gonna pretend Thief has any relevance here
General DPS – probably the closest role to Thief, but other classes can do this just as well while filling other roles (or just not being as squishy)
for the individual bosses and minibosses, I found that the required mechanics were all things Thief is poor at too.
Blue dude: boon striping – true, we have some of this, but much like the DPS above, you’ll find necro and mesmer do it better while having other benefits.
Red dude: Condition damage only – Thief has one of the worst condition builds in game right now. even without burn, we can’t match ranger for bleeds. heck, can’t even match ranger bleeds with our bleeds, poisons and torments thrown together.
Green dude: general DPS – see above.
Seekers – these things do a lot of damage, but are susceptible to CC. generally, you’ll want knockback, as that moves them away from the party, while dazes, stuns and immobilises will only delay them slightly. however, thief doesn’t have knockbacks.
so far, the only thing I’ve found I excel at is getting to the green circles – and even then, I’m only slightly faster than any other class. as is, I’m finding it hard to contribute in any meaningful way as a thief, and have already been kicked from a few squads on this basis.
so, do you guys think thief have a place in raids? am I missing something, or are we just falling behind again?
I’ve been killing Quetzel for like two hours… nothing. Is it bugged? That seems like a crazy loot table for an item… especially when there aren’t that many Quetzel in the expansion. I can’t get this item just from playing the game, I literally have to go farm for it.
I went up to the hero point around eastwatch and just did some general murdering. didn’t take long.
this one confuses me. as people have said, there’s no good reason for this.
- it’s not a balance issue.
- it’s not a matter of opinion.
- we were given a set date, so it’s not a matter of impatience (date has passed)
- it’s not about difficulty – as people have noted, it really can’t be that difficult to fix, unless the GW2 code is horribly written – which I believe it’s not.
- it’s not about patch availability. several patches have come and gone since this occurred, so it’s not “we’re waiting for the next release to push it”
so unless I miss the mark, there’s no good reason for this to still be an issue…
that said, maybe this belongs in the bug forum?
I disagree strongly with that – what has happened wasn’t balance but promoting skill less play as all classes have so many passives that they can make as many mistakes as they like and still live through it.
I’d disagree slightly on this. a lot of classes have these passives, and I’ve always felt like warrior was one of the more prominent examples, but a few classes are very punishing if you make mistakes (thief, for example)
Yes thief is at the worst it has ever been.
Daredevil might bring some survivablity back, but vanilla thief, especially not D/P, is a joke. I should’ve been more interested in other classes to know whether or not all their traits were merged into a few or if there too stuff got deleted.
I know that while we got our range extension on pistols removed, other classes got equivalent traits made baseline. for example, ranger LB is now 1500 all the time.
fair enough. I generally try to avoid making absolute statements though. just in case.
Umm.. didn’t you make an absolute statement by claiming that thief has been worse in the past?
hmm. you’re right.
I should’ve said I think this is the worst thief’s ever been. – gets my point across while still leaving room to accept if I’m wrong.
more or less. I mean, we’ve had a few slight buffs to P/P and stuff.
If you’re talking about P/P, then yeah – a P/P thief has been worse before – thief as a class hasn’t been though
fair enough. I generally try to avoid making absolute statements though. just in case.
I don’t really disagree, but that’s more a problem with the thief than it is with D/D. All classes have hybridized weapons. It’s just most also have more condi-thorough weapons.
I like hybrid weapons because I like hybrid builds. They have the potential to be more effective than people realize.
true, the odd hybrid’s not bad as long as you have clearly defined Direct Damage* and Condition Damage weapons. but thief doesn’t. and the more hybrid weapons we get, the worse this issue gets. as is, we’ve got two Direct Damage weapons, and all the rest are hybrids, which is one of the reasons condition thief is one of the worst condition classes in game.
*I want to shorten Direct Damage to DD, but then it’ll get confused with Dagger Dagger or Daredevil. seriously, why does thief have so many DD abbreviations?
so theif’s not at the worst it’s ever been overall, but by comparison, it sure doesn’t feel like it’s in a great place…
When was thief worse than now?
Edit: Or do you mean with HoT thief is better than how it’s been from June to HoT?
more or less. I mean, we’ve had a few slight buffs to P/P and stuff.
We don’t need another weaponset with an identity crisis. -1
Being usable with both physical and condition builds is not “an identity crisis”, it’s flexibility. It’s good D/D has this, because otherwise Thieves would have no melee condition-based options whatsoever.
One thing that’s important not to forget though is that Thieves have a good helping of non-weapon based condition application. Things like Needle Trap, Caltrops, and the Venoms can mean that your condi damage isn’t totally wasted even when using a power weapon.
Granted, it’s not “optimal”, per se, but the point is that all Thieves have some access to conditions regardless of what weapon they’re using.
the problem with this “flexibility” is that is leaves us with weapon sets that are jack of all trades, master of none. meanwhile, other classes can build specifically into one damage type and be very, very good at it, while thief can’t. and lets be honest, thief doesn’t need any more stuff making it sub-par.
I understand that some people will want to play condition builds on non-condition weapons. it happens. but that’s not how a class works well. if I want to build condition warrior, Greatsword/Rifle’s just not the way to go. on the other hand, Sword/Torch and Longbow are quite good at what they do.
and this works. sure, thieves have a higher bottom line on available conditions. but if the price is a lower top line, then it’s really not a good trade off.
(edited by Gray.9041)
this is a saddeningly accurate post, but there’s one thing I’d add:
Weapons:
Thief has one of the smallest weapon pools in game short of Ele and Engi – who have mechanics to balance it (such as 4x skills per weapon, or 5-skill kits, far superior to our dual skills.)
Thief also has one of the least sensible condi/direct damage distribution across weapons. Shortbow, Dagger and Pistol all have a confusing mix of direct damage and damaging condition skills, leaving no clear choice on which way to build them. this leaves both sides a little short. (for example, theif dagger has 1 poison on the 3rd Auto attack. compare this to scepter on mesmer – torment torment clone, or on necro – bleed bleed poison.)
add on that none of these weapons provide passable AoE* (shortbow AoE is pretty bad) or range (capped at 900, the only class with no 1200 range now), and our weapon selection feels wanting.
*I mean actual clearly defined areas of effect. not melee cleaves.
while I am kinda sad I had to drop my condi build to use staff – not every weapon’s gonna be a condi weapon. and like yolo said above, the last thing we need is another weapon that’s not quite power but not quite condi either. Dagger, Pistol and Shortbow already all do that.
Staff it a direct damage weapon. and that’s a good thing – we need more clear separation of conditions and direct damage on thief.
okay, here’s my perspective on it:
I switched from a Dagger Dagger Carrion theif to a Staff daredevil running soldiers weapons and ’zerker trinkets (which have me leaning more towards power than defense)
I’m doing okay damage, and I don’t die instantly. but I do still die. a lot. the evades are nice, but don’t last forever, and once they’re gone, so am I. staff’s fun conceptually, but I’ve never used the 3 or 4 skills unless my finger slips. 2 and 5 are the best damage, 5 for groups or stationary targets, 2 for damage mitigation and dps. the auto-attack is for when I’m out of initiative.
I can take the occasional punch, which is nice. however, I’m still getting completely destroyed by AoEs, which have always been a pain as theif because stealth really doesn’t help. “I wonder where that thief went? doesn’t matter, I’ll just hit everywhere!”
I find the design of daredevil problematic, as it makes dodge rolls part of the class in a way that they clearly weren’t prepared for – the Boon Fumbler instability in higher level fractals is a perfect example of this: obviously designed around dodge rolls being a secondary defense used equally by all classes. now however, I’m left either buffless or defenseless in 30 levels of fractals in a way no other class is.
I also took some time to play my warrior – thief’s my main and I’ve not completed as much story, map or otherwise, on my alts.
my warrior’s running full soldiers. no precision, no ferocity, full exotic where my thief’s ascended.
I do as much if not more damage, and am waaaaaaaay tankier. AoEs don’t bother me. if I can’t tank them, I’ll pop endure pain or defiant stance. I’m doing a ton of damage with my greatsword, despite a pretty defensive build, and when things are too tough, I just run off and kite with rifle – a half decent 1200 range weapon.
on top of this, I bring a whole bunch of stuff to a group. tons of buffs, phalanx strength, empower allies, banners. it just feels like I do more damage, take less damage, and bring more to a group – all while using far less effort. and that’s a pretty depressing feeling.
so theif’s not at the worst it’s ever been overall, but by comparison, it sure doesn’t feel like it’s in a great place…
had this issue. completed AB, got nothing. have had nothing since. have heard nothing since.
not gonna lie, feeling seriously disincentivised regarding map completion of expansion maps now.