I’d say dire, but I’d also say that condi thief’s not really doable.
with sinisters, you take advantage of the power on the daredevil, but even with all those evades, it’ll only take a couple of slip ups, a few moments without endurance, and you’ll be dead.
with dire, you’ll be tankier, but won’t do much damage – thief just can’t dump the amount of Damaging Conditions it needs to.
if you’re looking for something in between though, maybe try carrion? it give CD, power and vitality, so it’s a bit of damage and a bit of tankiness.
Curious, but why is condi thief not viable?
I’ve done it in more detail elsewhere, but the short version is, in my opinion:
- not enough damaging conditions (no more than 2 from any weapon, not many on utilities)
- not enough damaging conditions to match burning
- conditions are to long – usually quite easy to cleanse (burn can do most/all damage in a few seconds. bleeds/poisons can last 20s easily. if you take 2-3s to get a cleanse off, then you take most of the burn damage, but only 10-20% of the bleed/poison)
- damage in to damage out (conditions take time to work, and in that time you’ll be taken down long before you take them down, between the weaker condition damage and incredible squishiness thieves have.)
Most “AoE” melee weapons only hit 3 target’s, take a look at guardian Greatsword or Warrior Greasword! I do think Vault should hit 5, not sure if it did.
that’s a fair point, I didn’t realise that other AoE weapons only targeted 3 enemies. could’ve sword it was 5.
Bandit’s Defence should at least be 15 seconds, if not 20 second! The Berzekers new 10 second stunbreak, which is only a stunbreak, were recived as borderline OP. This 10 second stunbreak, into a block that does a knockdown is just bunkers o.o But I think 15 seconds is fine to toy around with for the first beta.
I think there’s also a little context to be taken into account here – a stun on a warrior is a slight advantage. a stun on a thief can be downright lethal.
also, bundling all three things into one skill makes it tricky. if I had to put numbers on it, I’d say 10s on the block, 15s on the stunbreak and 20s on the knockdown – but you can’t really balance it like that. I was more looking at the block part when I mentioned this.
from what I’ve seen on PoI, i’d suggest the following:
Staff
targets – if it’s an AoE weapon, give it 5 targets on all AoE skills. 3 targets isn’t much, and we already get a 3-target evadey weapon in the sword.thought all AoE weapons got 5 targets, not 3. my bad
- Dust Strike – as has been suggested, a smoke field would combo nicely here.
- Vault – happy to hear about the initiative reduction, seems fitting
Physicals
- Channeled Vigor – [more question than feedback] the PoI didn’t make it clear – can we move while using this? if not, that’d be bad – the last thing we need is rooted.
Bandit’s Defence – not so happy about the cooldown increase, as we could’ve used the extra defence, but I can understand it given the knockdown.I was thinking of this as a block, not really considering the stunbreak/knockdown parts
- Distracting Daggers – I don’t really get the duration on this? it feels like it should work like mantras, where the cooldown happens after the charges are used up.
- Finishing Blow – firstly, this feels a tad PvP-centric, as the finsiher isn’t as useful in PvE, but the damage is nice.
- also, the animation doesn’t help. it seems like we got a finisher with extras, rather than a phyisical that can finish. I think a more phyisical-style animation would be more appropriate, and make more sense outside of PvP.
- suggestion for the above – the warrior’s stomp skill has a much more appropriate animation, which uses the body to physically stomp.
(edited by Gray.9041)
I’d say dire, but I’d also say that condi thief’s not really doable.
with sinisters, you take advantage of the power on the daredevil, but even with all those evades, it’ll only take a couple of slip ups, a few moments without endurance, and you’ll be dead.
with dire, you’ll be tankier, but won’t do much damage – thief just can’t dump the amount of Damaging Conditions it needs to.
if you’re looking for something in between though, maybe try carrion? it give CD, power and vitality, so it’s a bit of damage and a bit of tankiness.
having just watch PoI, I noticed a few things
one is that Karl definitely reads the forums. he mentioned a recent thread, and I’m not confident he reads these, so I’m gonna throw these few things, and hope they get noted, if not fixed.
Thief Survivability:
Karl mentioned that thieves don’t have much survivability, and that the daredevil addresses this.
but what about base thief?
if we don’t go daredevil, we’re still cripplingly squishy. I noted Karl asking if the daredevil can take mulitple enemies. half the time (PvP espescially) I find thief struggles to take single enemies. daredevil does have survivability, but base thief doesn’t, and it’s be nice to see that fixed.
it’d be nice to have some survivability without taking the elite spec, and I feel like what was once a high-risk high-reward class has been kind of unbalance because all other classes complain endlessly about our high damage, without acknowledging the high risk – resulting in what is now a high-risk mediocre-reward playstyle.
Condition Builds:
Imparing Daggers looks rather nice, but it seems to be best suited to a heavy condition build. however, thief doesn’t really have a heavy condition build. reasons for this include:
- none of our weapons sets have more than 2 skills which apply damaging conditions, and never more than 3 stacks.
- while a few utility skills do give conditions – Caltrops, Spider Venom, Needle Trap – it’s very hard to use these effectively.
– no skill type has more than two skills which give damaging conditions
– most base thieves have to run defensive utilities – Shadow Refuge, Shadowstep, etc.
- much of thief’s condition applications have to be bursty:
– thief can’t survive long enough to keep up sustained condition application.
– many conditions have to come from utility skills, which have relatively long cooldowns.
– in order to get a significant amount of condition damage in the absence of burning, thief has to stack as many conditions on a target as possible, which means spamming skills like death blossom.
this leads to the condition thief’s damage being extremely vulnerable to condition cleanses, meaning the majority of their damage can be removed in an instant.
- Damage over Time:
– due to the reliance on bleeds, poisons and torments, the condition thief has to wait a while for conditions to deliver their damage (unlike burning, which is a burst-damage condition)
– however, without much real survivability, theif can’t survive long enough for these to take effect, unless stealted.
– but stealthing means that the thief cannot continue applying conditions, which is necessary in order to keep a meaningful amount of damage on the target.
- Control Conditions:
– thief has access to a wide range of non-damaging conditions, like blinds, weakness, vulnerability, immobilise and cripple.
– the availability of these leads many people to believe that thief has quite a lot of conditions.
– however, since they are non damaging conditions, they’re less useful to a condition build, and may be one of the reasons we don’t see more damaging conditions on the class.
- Condition Specialisation
– thieve’s don’t really have a given condition specialisation, our traits are spread between many of them
– venomous aura on shadow arts is necessary to make any venom builds viable
– Deadly arts has a few CD traits, but also has Potent poison (10% damage and 33% duration increase for 1 condition running against Executioner (a straight 20% increased damage on enemies under half health.), where it really can’t compete.
– as such, condition thieves have to use several specific specialisations to get a half-decent spread of condition traits, and these are often sub-par compared to direct-damage counterparts.
so, as a more concise summary:
- no real condition weapon(s)
- not enough condition slot skills
- condition application is too bursty – vulnerable to cleanses
- condition damage isn’t bursty enough
- condition thieves lack the defense to outlast their targets. their damage-to-sustain ratio is among the lowest of any build.
- no dedicated condition specialisation
as it stands, it’s nearly impossible to make a good condition thief, and it’s no surprise that we’re considered the worst class to run conditions on. throw in the daredevil which – while fun – doesn’t really lend itself to condition builds, and you’ll find it increasingly difficult to get a viable condition build on thief. which is a shame, because I always thought that a bleed/poison thief made tons of sense thematically.
tl;dr – base thief needs a fix to survivability, condi thief is pretty much non-existant, and I can’t see any way of taking DD without switching to a power/crit build…
(edited by Gray.9041)
I will appreciate Karl when he removes death blossom from my power dagger dagger build, or at least make it useful.
this is at least a good third of my condition dagger dagger build. I’d prefer he add more conditions to the other skills.
there’s two sides to every coin bud.
I think the two most fitting names are acrobat and monk but they can’t use them.
Acrobat because we already have acrobatics.
Monk because they are probably saving that for an actual guild wars 1 monk healer focused elite spec.Also enforcer doesn’t really fit in my mind because when I think of the word I think of a big burly guy. Like an enforcer in hockey whose jobs is to just beat the crap out of the other team. Enforcer just doesn’t sound light on his feet like this spec seems to be.
I always thought of an enforcer as the power behind a high-up criminal. it could be a big muscly guy, but as long as they can put down the hurt, it could be anyone. (for some reason a lean, tonfa-wielding guy springs to mind for me, and I can’t explain why)
If we can up the number of target from 3 to 5, staff becomes a much better AoE weapon.
I’d like a complete spec rework in the style of the berserker traits.
in the Berserker, the traits are pretty clearly split between three options:
- Pure Damage options
- Condition Damage options
- Defensive options
I’d like for normal specs to be like this. as it stands, and condi thief probably needs SA just for venom share, as well as using trickery for the conditions on steal. power thieves use DA for some of the power-based traits, and no-one uses trickery. it’d be nice if we could say, for example:
DA = conditions
CS = crit/power
SA = stealth perks
Acro = evasion defensive
Trickery = Steal perks, Initiative perks, etc.
currently, our specs feel like a mess and there’s no clear correlation between builds and specialisations.
Enforcer also doen’t fit, because Thieves are no executioners, they don’t use their martials arts in order to kill people like an enforcer, whos only task it is to kill something, or to do something specific to bring something else to an end, that would otherwise continue to exist… Martial Arts are techniques for self defense, not techniques for mere execution of people… if you think that, then you have seen too much bad brain washing martial art movies…. hoewver, this is naturally a game and many people do prefer naturally to see in Martial Arts some kind of cool flashy combat moves to kill off other players in a fancy stylish way only, that they absolutely forget, what the origins are of Martial Arts…
I’d argue this elite spec isn’t a martial artist. they use physicals instead of stances, and there’s no indication that there’s a particular form or style to the skills. it seems more like a street-fight style weapon, with appropriate skills.
Thief core specs are and have been in need of work for some time. several threads have been made, covering most if not all of the issues in varying levels of detail, but we have yet to see any developer response. we’re hoping that we might get some time in the spotlight to raise these concerns with the release/feedback of the Daredevil, but right now all we can do is identify the problems and hope that the devs are listening.
Assassin, please!
OrMaster Shadow
Quickblade
Mistrunner
Quicksilver
Go simple? Master Thief
With all the monk-like Kungkittenmoves being added, might as well go Cantha in the naming.
If player concerns are not important to you, Anet, a Marvel lawsuit will be.
DO NOT USE DAREDEVIL.Pick up a Thesaurus…
Outlaw… RP or lore issues might arise, but waaay better than Daredevil…
Oh, here you go, fancy-nancy and as dastardly as it gets:Rapscallion
No? Too Oniony?
Blackguard…
I personally like Master Shadow best, Assassin second.
Any of those has any relation to the new spec, traitline, elite or weapon? I don’t see stealth, shadows, knifes or anything like that in what the new spec is. Monk could suit it better, but its also a very wasted word today. Daredevil is ok, really.
daredevil doesn’t quite fit because it’s not a daring spec. if it was a high-risk class with Adrenalin perhaps, but if anything daredevils run less risk than base thief.
I’d say, since it’s a hard-hitting criminal, go with Enforcer
Stick Make Hurt
KILL BILL IS OVERRATED. It’s another terrible American action movie with a woman pretending to be a real bad kitten but still manages to fix her make up while facing Bill at the end. Terrible movie, great for 6 year old girls. This movie is another insult to Asian martial arts, but I guess it’s hard to understand if you are a 6 year old girl.
Real action fighting movies: Ong Bak 1 2 and 3, Ip man, The Raid1 & 2( these ones are Golden) : serious fighting moves with serious damage that doesn’t rely on a childish “let me touch you five around nipple real quick”.
well, this is entirely opinional (read: subjective), and probably not relevant to the thief forum.
thief is a sneaky steally bursty criminal.
this new spec is more durable, does more damage, runs around beating people up.
what kind of criminal runs around beating people up? an enforcer…
tl;dr Enforcer for life.
well, everyone can do better, but Karl seems to be doing a great deal better recently, and it’s that kind of improvement I like to see. between Daredevil and the improving feedback notes for DH, it certainly seems like Karl – and the whole dev team – are moving towards a much better level of interaction with the players, so good on them.
but other classes don’t give up a trait for it – they get it in their minor.
All the minor traits that apply to dodge either get a very small benefit or a rather long cooldown on it.
I mean their class mechanics.
Chronomancer’s Continuum Split
Dragonhunter’s New Virtues
Reaper’s Reaper Shroud
Tempest’s Overloads
Herald’s Facet of Nature
Berserker’s New Burst Skillsall of these are available to them through the first minor trait. compare this to an extra 50 endurance… it’s not exactly comparable…
(also, before you say an extra 50 endurance is a big thing, we used to get a trait which refilled 20 or 30 endurance on dodge roll – effectively giving us an extra 50 odd endurance. so we get an old trait, while other classes get stuff like Reaper Shroud or Continuum Split…)
You’re looking at it wrong.
All trait lines are automatically maxed since the trait update. All e-specs require taking their trait line to gain the benefits of the spec.
You should be looking at how it compared to the total trait line granted by other specs.
The minor is +50 end, but the overall trait line adds so much more utility to dodging, a thing we can use far more frequently than any of the other mechanics that it compared extremely well.
that’s one way of looking at it I guess. I’ll wait and see how it plays in the BWE…
that said:
Personally, i would make the grand masters a selectable option (similar to Revenant legends) and give something else as grand master.
this also seems like a reasonable way of doing it. have F3 be the selectable dodge-alteration, then have separate GM traits.
but other classes don’t give up a trait for it – they get it in their minor.
All the minor traits that apply to dodge either get a very small benefit or a rather long cooldown on it.
I mean their class mechanics.
Chronomancer’s Continuum Split
Dragonhunter’s New Virtues
Reaper’s Reaper Shroud
Tempest’s Overloads
Herald’s Facet of Nature
Berserker’s New Burst Skills
all of these are available to them through the first minor trait. compare this to an extra 50 endurance… it’s not exactly comparable…
(also, before you say an extra 50 endurance is a big thing, we used to get a trait which refilled 20 or 30 endurance on dodge roll – effectively giving us an extra 50 odd endurance. so we get an old trait, while other classes get stuff like Reaper Shroud or Continuum Split…)
Effects on dodge isn’t new to thief nor is being able to dodge more than 3 times….
Effects on dodge aren’t, but changing what dodge is, is. It becomes a whirl finisher with condi daggers, or a leap, or a long-range dash.
Also, no other class has access to three dodge rolls in a row without any additional buffs. This is certainly a different mechanic, just not what we were expecting.
but other classes don’t give up a trait for it – they get it in their minor.
so, the Daredevil reveal just went up
and I’m noticing we don’t get any new mechanics, just a slightly increased endurance pool.
I’m pretty fond of most of the daredevil class, but it feels like class-mechanic wise, we didn’t really get anything new, while I believe they said all classes would get changes to their class mechanics…
what’s up with that?
eh, give it time. shortbow’s only used on two classes too, and it looks like it might be irrelevant on one of those soon.
(plus maces, pistols, longbows* and hammers* are only used by 3 classes, (* 2 classes and 1 elite spec) )
Oh, and evasion is very much a thief thing, even if it isn’t specific to the thief it’s definitely more important to them and more used by them than any other class.
while I’m not one of the more negative types, this used to be true of stealth, now look at mesmer.
while I’d like to see a number of the issues with the core class/specs addressed, Daredevil looks like it could be really fun. it might need some number tweaks (and I’d love to see vault get an evade – true troll-pole style) but it looks like a solid concept with a decent execution
(edited by Gray.9041)
Aww man it’s official, the spec is called Daredevil. Why couldn’t it have been Vigilante or even Marauder?
Enforcer bro, Enforcer.
I’d say the total number of BWEs is a big factor. if we only get 3, then some specs (chrono, DH, reaper) will be getting 3 times as much testing as others (druid, forge), but if we get a bunch more BWEs, then that number shrinks a fair bit.
I’d say:
Chronomancer: pretty good. works thematically, sounds good.
Dragonhunter: not the best, could easily be replaced with other names, like Sentinel as you say.
Reaper: this name’s fine, and I don’t get your criticism – reaper as a word is far bigger than Mass Effect ever was. the Grim Reaper, for example.
Tempest: not a bad name, but it doesn’t hugely fit with the theme – though this might be because the Tempest doesn’t really seem to have a consistent theme.
Herald: this one’s pretty good. seer wouldn’t work, because you’re not glint, you’re spreading her word – much as a herald does. I think a good alternative could be Harbinger – similar meaning, cooler sounding
Berserker: I’m not a huge fan, because having a stat combination and an elite spec share a name feels like a bad idea. that said, those concerns are the only issues, it’s otherwise a good name.
Daredevil: I’m not a huge fan, but I can live with it. I feel like Enforcer would’ve been better sounding and more fitting thematically (it’s more a bruiser than a thrill-seeker.)
Forge: this isn’t confirmed, so I’ll hold back any opinions
Druid: pretty standard, it sounds okay and how fitting it is depends on the spec.
I think a lot of what you see as the devs taking inspiration from popular culture is in fact devs taking inspiration from the words that inspired those pieces of popular culture.
It’s always nice to see more of this kind of feedback, and I’m liking the direction that feedback (in both directions) seems to be taking. these seem like decent improvements to the dragonhunter, and I’m interested in seeing how they pan out in-game.
Why are people so melodramatic? It’s fine dude. If warrior and guardian were the last two, would you have made a post saying “Warriors and Guardians shafted”?
This is coming from someone who has his highest hours played as a Ranger.
yes. as someone who mains thief, I’m not happy about these classes having less time to test. if it was guard or warrior getting 1/3 of the testing that some other classes get, I’d be pretty kittened for them too.
(this assumes only 3 total BWEs. the more we get post ranger/engi, the less relevant an argument this is)
daredevil’s not quite a monk. a monk would be more stances, tanking and healing. DD is more physicals, dodging and evading. also, it looks like DD will be quite different from base thief, so I’m not sure how much there is to teach atm.
both herald and berserker got some info shown on the wednesday via a third-party magazine, but since they didn’t do that for the first 4, it’s not an absolute rule.
eh, it incentivises people to test all parts of the beta.
the deep sea dragon nicknamed Bubbles for now.
His name is Steve! :P
Sbubbles, thank you very much.
Dude, it’s too late. All we can do is make suggestions for the next elite spec maybe for next year.
Main-hand Torch Arsonist.
as someone who was pretty happy about staff, I’m gonna vote rifle.
it’s too late to see this implemented, but I like it.
Main problem with conditions is that there’s too big of a gap between bleed/poison and burning. Poison and bleed both deserve to do a bit more damage than they do.
that, or just give us more applications, and more regularly.
I’m not angry about it, but I would be happier if it was Enforcer than I would be if it was Dare Devil. it’s not gonna change much, but I think it’d be an improvement.
AoEs?
the fact that most of our stealth are either clearly telegraphed or leave a giant pulsing area that we can’t leave, both of which invite AoEs like there’s no tomorrow (which, for us, there isn’t)
That is why it has a 21 second cooldown. Baiting the trait out is quite easy.
I just started playing thief a few weeks ago(engi main for near 2 years) and working around the trait isn’t that hard for me.Just dont forget about it.
EDIT : I would like to add that yes, thief has its issues in the current state of the game, but this trait isn’t the reason for it. Right now eating even one decent AOE is bad on thief. The fact that it reveals you is just an afterthought as that AOE (reveal or not) forces you to disengage or stay in invis while recovering anyway.
I meant that AoEs are a pretty decent thief counterplay – reveal isn’t even that necessary. (not blaming the reveal itself)
So is the name daredevil or enforcer?
probably Dare Devil – though enforcer is a much cooler name.
You should have said it clearly in the first place.
Anyway, ever heard of Spiked Staff of Hundred Impaling Wounds – or – Burning Staff of Agonizing Fury – or – Eternal Tormenting Staff of Seinfeld – or – Staff of Thousand Years of Death?
I wasn’t the original poster, just weighing in with my opinion on thief conditions (seems mostly to be the non-damaging kind)
am I the only one who thinks Venomous aura should be in DA, not SA?
I was under the impression that VA was a condition skill – and DA is the condition tree, right?
They’re not going to give people Initiative-spammable knocks on staff.
how would that be any different than the spammable block on spear that thieves already have?
to be honest, people forget how intitiative works. yes, we can spam certain abilities, but that ends up leaving us with all our weapon skills effectively on cooldown.
Oh gawd, I heard we’re getting Clones… Curse you ABC!
last I heard that’s nothing more than a rumour.
I’d like stances, but honestly I’ve got no idea what we’ll get. wait and see.
Hope it will not be condition oriented…
Me too. Staff doesn’t really seem like a condition weapon to me. We’ll find out soon enough though!
Smacked with a staff in the;
head -> daze
crotch -> stun
liver -> knockdown
kidney -> chill
leg -> cripple
hip -> immobilize
nose/mouth -> bleeding
temple – > blindness
chest -> weakness
with the exception of the nose/mouth, that’s not really conditions.
the issue is that there are – to my mind – 3 sorts of condition:
- Control Conditions – hard and soft CC. blinds, stuns, knockbacks, etc.
- Multiplier Conditions – conditions that alter the numbers. Vulnerability, weakness, etc.
- Damaging Conditions – the ones that Condition Damage users want. this group is pretty under-represented on thief, which is why we’re one of the worst CD builds around.
so to be a good condition damage weapon, we need more bleed/poison/burning/torment/confusion.
I may obviously be biased but Reveal skills should be at minimum 30 seconds CD. Anything lower than is unsustainable.
I don’t know, I think invis counter(in small amounts) are a good thing,
AoEs?
the fact that most of our stealth are either clearly telegraphed or leave a giant pulsing area that we can’t leave, both of which invite AoEs like there’s no tomorrow (which, for us, there isn’t)
I find it strange how strongly everyone is sticking to this clones idea.
I understand Mesmers stole our role as the masters of Stealth, but stealing their role does not help us.
That aside, if memory serves, the data mining suggests the skill type will be Physicals.That said, some form of “Mastermind” Thief added later, who uses summoned Thieves as their primary focus… I could enjoy that.
I still want the summoned Thieves to at least copy the player’s armor color though.
Personally, I’d quite like a few selectable appearances and an armor color selection, however.
that particular datamining has proven to be pretty unreliable – the berserker’s skills included in it weren’t accurate, and I don’t really trust anything not from That_Shaman.
“Batman” is more appropriate than “Daredevil”
You want to name the new E-spec a “butler”?
Weird.
If Batman has been the butler this whole time, then I have my superhero comic lore incredibly mixed up.
the term “batman” is an older term referring to a military position similar to butler. here
So thief remains unable to engage in ranged combat…
…And instead gets another melee weapon to die with in AOE condi and lockdown pools.
but theif has a lot of mobility. the fact that it either drops us on the enemy’s face or uses up all our initiative (putting all our skills on cooldown) doesn’t matter!
(but I’d say they need to rework mobility rather than change weapon (not that I’m against rifle in a future spec. rifle and staff are join favourites for me on thief)
To everyone who actually thought we were getting rifle GIVEN the data mined image before hand:
To those who believe that datamined information is as good as the official one.
To those who believe that datamined information is as good as no information.
(am I doing it right?)