+1
We got this and still no signs of the 10% heal buff. gg.
Why is negating all the condis not an option? FoN + Pain Absorption soaks all condis from around you and the Resistance you get is greater than the duration of the condis on you.
Not really. At least not for me. On paper Mallyx looks solid against condi builds, but in practice you don’t get enough energy to maintain the resistance and attack at the same time. So I either die from condis because I’m trying to attack or die from direct hits because I chose to have resistance.
Personal experience at least from playing against several necros.
Have never happened to me.
I would get mad as hell.
Your post made me think: Why do I keep eating this kitten?
But is just that I really love this kitten!
Kitten hellkitten! Give me more of it Sous-Chef Karl-onii-chan!
Guys, can we ask for a buff on Skelk Venom too?
Too soon?
I really like the idea of Mallyx corrupting boons rather than removing them. Can anybody explain me why this is a bad idea?
Aside from that, OP needs some direction.
“Behold! Dragon and Hero together!!!"
I’ve never lost a match after hearing this. I love it.
Make worth 100 points. Spawn it twice. And have it drain your hp.
HP draining might be too much. But the 100pts/twice a match approach is needed. Right now you can win matches just be running the orb even if the enemy has 2 points all along.
Venom enhancement is awful now.
The long cooldown needs to go down, a lot. Right now Malyx is only torment, with very little access to any other condi, which means that any cleans washes away all of your momemtum. And on top of that, the torment damage isn’t much to begin with.
1. Make the orb worth 50 pts.
2. Make it appear twice o thrice a game like Temple’s buffs or Forest’s beasts.
3. Profit
Just some simple ideas.
The most annoying part of the traps is the daze. It is bugged as hell.
Even when you shadowstep/blink out of the traps you land out STILL DAZED. I just hope this isn’t intended per design.
The pull in trap is also very lethal as it gives you no way of escaping stacked traps. The only way of escaping is through the bugged(?) teleport. Meh.
Two DHs in a point are so lethal it ain’t even fun. I saw a team who set 6 traps, which of course INSTA killed anything that passed by. And if someone triggered them early or survived, guess what? They layed all 6 again, but this time, on top of you.
Leave the link here if you make that other thread so we can go support and fist fight the people saying we shouldn’t get it.
I watched this movie called War of Arrows and the main guy does a lot of tactical kitten with his bow that makes Legolas looks like an amateur.
That movie is the ship!
Although I know simply as “Arrow”.
Howdies.
Are any of you using the action camera?
Sometimes I find myself looking at a direction (with the crosshair), firing heartseeker and going the opposite direction, namely the one my character is facing. Is this just me? Can it be resolved?
Also, on the same note: I tried using the trick for making Infiltrator’s Return not teleporting you back, but can’t seem to make it work. Any tips?
General Thief’s tricks thread I guess.
I tried this on a condi build.
I used however, d/d and SB. I also slotted pressure striking, my goal being locking up the enemy as I do condi dmg to them. It worked kind of good for PvP, but not what you expect. However, locking people can be pretty fun. I will try this in a power build and see what’s up.
Thank you.
But my staffs don’t weight much because magic.
Not trolling, but they did have some good imagination there LOL.
Anyways, get rekt in meelee, get rekt in range, so is the Thug’s life. Be glad you at least downed that other DD.
I like it.
The concept of a Thief that nullifies foes’ boon gain is certainly appealing. Like PopeUrban mentioned, it would be more thematic for a thief to bring support by debilitating the enemy more than empowering friends, and I do really like some of your ideas, specially the revealed (part of the plan) kind of thing. However keep in mind that revealed is the anti-thief mechanic, so we cannot be powerful while on stealth and also powerful while revealed.
As for ambush, sadly the teleport thing doesn’t sound too fun and sadly, too many traits are based on steal, so I would suggest: leave steal as it is, and then:
Ambush (30 secs CD): Teleport to target. Your target teleports to your original position.
Hope you like it.
I also made an imaginary Elite for Thief, its really fun to dream.
OK, so I went back through the wiki’s archives and tried to compile a mostly chronological list of major nerfs and buffs this class has had, this brought back a lot of old memories of sad farewells to useful skills and builds. The following is an abridged summery of the changed, a mostly complete change log is found here as these are the notes I made as I researched.
https://docs.google.com/document/d/1KynnPQh0rOo31_eY_CUgX3I2GS4lqcTzRU8HGGe_e9c/edit?usp=sharingStarting in 2012:
Flanking Strike is unblockable now
Pistol Whip nerfed by 15%
Heartseeker nerfed by 20%
Dancing Dagger nerfed by 50%
Tactical Strike buffed +15%, PvP split introduced
Cluster Bomb nerfed only in PvP -20%, PvP split introduced
Cloak and Dagger nerfed in PvP -33%, PvP split introduced
Scorpion Wire range increased to 1200
Ricochet chance increased to 20%
Super Speed in stealth trait buffed up to +50% speed
Pistol Mastery and Improvisation buffed to +10% damage2013:
Venoms and Assassin’s Signet “fixed” to lose charges if attack fails
CnD fixed to make attacking walls not give stealth in WvW
Caltrops nerfed duration 15sec -> 10 sec
Flanking Strike now two skills, boon steal no longer unblockable
Mug can’t crit, can heal through
Signet’s passives doubled
Death Blossom costs 4 initiative now
Pistol Whip activates and channels faster
Signet of Malice buffed by 33%
Steal baseline reduced down to 35sec
Cluster Bomb range reduced 1200 -> 900
Larcenous Strike now costs 6 initiative total
Shadow Return no longer a stun break
—Major trait changes happen--
Steal can be trait’d to 1500 range
Destroy Shadow Trap no longer stun break
Larcenous Strike only steals 1 boon
Pistol whip is made faster again—New heal skill introduced and Initiative worth rejiggered—
2014:
Runes change
Traits start to change
Pistol Whip gains PvP split, costs more in PvP
Poison Gas nerf poison duration 5sec -> 3sec per pulse
Trait System changes completely
Ricochet gains bonus pistol range +150
Dagger Auto-attack now cleaves into a second target
Unload channels 20% faster
Flanking Strike increased to 4 initiative, larcenous reduced to 1
Venom’s baseline recharge reduce 45sec -> 40sec2015:
Might nerfed by 15%
Traps properly buffed
Invigorating Precision buffed 8% -15% (crit dmg delt becomes life gained)
Teleports don’t activate if path can’t resolve
Backstab doesn’t reveal if it fails
—Conditions changed--
—Armour and Lv 80 Baseline stats changes—
—June balance patch, goodbye Acrobatics—
Steal becomes 1200 range as baseline
—Skill classifications mean something again—
Traps no longer cause revealed
CnD PvP split removed, dmg values averaged
Basalisk and Devourer Venom CCs nerfed
Chocking Gas nerfed again
Potent Poison buffed poison duration +10% -> +33%
Expeditious Dodger buff swiftness duration increased 2sec -> 4sec
Death Blossom evasion extendedThen Heart of Thorns
Then present dayNow you can draw accurate conclusions on how the class has changed
Can somebody make like an infographic about this? Would be nice signature copypasta.
Posting in an epic thread.
I wish I could help you with the script, however, when I find new requests I will try to post them here.
Good job.
Not gonna happen haha
Holly! Is this real?!
I hate SD mainly because I find IS an inconvenience most of the time. If this is real, Imma play some SD boys.
Really, IR is worst than having a 15 seconds cooldown.
I will add it to the wiki.
This idea has been floating around. Its a good idea in my opinion. Both sides win and it becomes less frustrating to everyone.
Improvisation should just recharge one equipped utility.
If this gets nerfed and BACKSTAB/HEARTSEEKER doesn’t I’m gonna freak out.
Someone got Triggered.
The animation has little to do with the distance.
Having said that, the animation is ok and the distance is also ok.
Nothing to see here.
Haha, yeah, kind of fun.
They lay their traps and then pull you; instant K.O.
But if you manage to avoid that combo you own them. I’m ok with this.
Remember they have to use up all of their utilities for this. Anybody (including us thieves) can do 20k~ dmg if you set all of your utilities for one combo.
Saw a lot of bitterness for the old DD animations and no love for the new AMAZING ones we’ve got. Just wanted to say THANK YOU!!!
Dash is FANTASTIC, gotta go fast ninja style run is superb.
Bound is fast, has a nice AoE and the flip is incredible!
Dancing daggers is fluid, unlike anything seen before, its awesome.
And no need talk about the staff ones, you guys did an amazing job. Thanks Karl and animation team. I’m very happy with the DD.
simple solution is to make #2 of the pistol a leap p/p will use it with #5 to stealth if needed to reposition or disengage
Like somebody else has mentioned through these threads…. this won’t work well for p/p because most of it’s damage comes from Unload unlike the other build’s much more potent auto-attacks.
stealth give you the ability to reposition fast and sneak attack which does mini unload and doesnt cost initiative
without stealth we are easy targetWhat you are saying is true, but I don’t think the idea of P/P is to be like D/P where you rely heavily on stealth, in fact the new changes they brought to daredevil traits and the ones currently in testing are showing clearly just that intention.
And with the new buff to damage on Unload I think there should be a better utility use/need for the stealth skill for P/P (how sword has for example a daze). Just another mini-unload doesn’t seem all that great for this set to be honest.
The leap would do the trick IMO. Remember we already have it via Bound now on the DD’s trait line. So, all we need is a BP and a dodge. This will prove to be very annoying as it comes really cheaply.
But I’m afraid that alone won’t do the trick. We need some more utility on the skills. The leap/dodge on #2 for example. Now you’ll have two ways of damage mitigation: #2 and #5 + Bound for stealth.
There we go bois.
I myself think that P/P should only have access to stealth via combo (Black Powder + another skill). This makes it cost more ini so that it cannot be spammable. Imagine playing against a 1200 ranger that could stealth indefinitely at will. That would not be fun.
Another thing I think is that P/P should not be a condi set. The condi are meant to be p/d and d/d (having SB as hybrid between condi/dmg/movility).
From those ideals comes my idea to *Reload: a skill that provides the little mobility p/d and p/p lack, and also gives p/p high cost access to stealth. This works because skill #2 is present both in p/p and p/d and really, all other skills are fine. (Just need a little speed boost and with the recent damage boost we’re all set).
@Orpheal.
I like the overcharging mechanic, but remember that given thieves ability to spam skills, the balance of them should be very closely looked at.
(edited by MakubeC.3026)
Woah guys, relax. Most of these are terrible ideas. Remove the immob? Give them built in teleports? Give us built in leap finishers? Do you guys have any idea how insane these ideas are?
@OP
Personally, I think the p/p kit is fine except for black powder. Wasting the initiative mid fight isn’t worth it and I have SR/shadow step if I REALLY wanna secure a stomp. Let them give d/p their black powder, but give p/p their own #5 that they can actually utilize. How’s about a mini leap backwards the also applies cripple. Wouldn’t be a leap finisher, but it would be a dodge (not as potent as s/d), but gives a ranged spec like this a few options for repositioning because currently, p/p without the necessary utilities cannot work worth a kitten .
You do realize Pistols are the only thief’s weapons without a teleport, leap finisher, or an evade right? Having all of them (SB has two) is going over the top imo, but giving it access to one would be only fair. You suggest changing Black Powder, one of the few ok skills in pistol builds, say p/p is fine and call other simple (sometimes not so simple) suggestions OP, so I don’t know what to say to you. I think I fell for the bait. Anyways, I will not be replying anymore so we don’t derail the thread.
Keep them raining fellas.
Since the team is looking into Pistol skills, let us have a healthy brainstorm that may or may not inspire them for some of the changes.
Post simple ideas that may make pistols better weapons.
In my opinion, pistols need skills that can be useful fort both p/p power builds and p/d condition builds.
Body shot: Changed to Reload.
Dodge roll sideways. Your next pistol skill bounces and makes foes vulnerable.
Combo finisher: Leap.
Init cost: 3.
Next skill shot bounce: 1
Vulnerability: 3 stacks for 4 seconds.
This simple skill would do wonders for Pistols:
- Survivability: The roll would make the thief harder to catch, which pistol builds need the most.
- Functionality: The bouncing could be combo’d very well with all pistol skills, spreading your conditions, CC o damage effectively. It could also be used to set up a Shadow Strike if well positioned.
- Damage increase: The vulnerability would also help both condi and power builds deliver a little extra juice with a little preparation.
- Reliable access to steal: The leap effect of this skill would work with Blind Shot for a Stealth combo, whilst having limited use outside it since it deals no direct damage this way.
In order to make this thread worth reading, please post your own ideas instead of giving in your 100% to criticize others’. Have in mind that these are fictional skills/ideas only meant to function as inspiration. Numbers are the least important thing.
I-is this love I’m feeling? :P
Joke aside, Havoc Master sounds awesome.
EDIT: I also like some of the ideas here of increasing the efficiency of weakness via Weakening Strikes.
Weakening Strikes: The effects of Weaken is increased by 15%.
This could also we awesome:
Weakness reduces physical damage. Make it reduce CONDITION damage, and that trait becomes so amazing its not even funny. Everyone would love you.
The thing is we need more means to survive.
(edited by MakubeC.3026)
What’s your name?
Anything else you feel like sharing!
Fun fact, during the WvW Adopt a Dev program both guilds that I joined ended up disbanding during the event.
LOL
Jesus this movie looks absolutely terrible XD I love how on their headbands it literally says “Ninja” on it. Also, the yellow suits totally scream stealthy assassin to me hahaha.
This does seem pretty accurate to thief though. Rofl, I can’t believe they even went as far as to give them revolvers. My goodness. My day has been made.
The soundtrack is superb though haha
We have to remind them.
Oh yes, approved.
These are great. Changes I specially like:
- Improvisation
That change gives it a very active usefulness. I would dare going up to 75% in the CD reduce. - The reveal and blocked attacks change
Are way overdue. Same goes for the withdraw buff. - Death Blossom
This HAS to happen, I just wonder how much longer it’ll take. - Ricochet change to Roll
I like it, but I would drop the time to use Roll to 3 seconds. That would make it less painful to press again the skill. A 5 seconds wait can be harsh. - Debilitating Weakness
Sounds solid. - Pistol Mastery
THIS is what P/P needs. Lots of blind for survivability. I’m caught between pierce or bounce. I like the bouncing best.
What I don’t like:
- Shadow’s embrace
Your change actually makes it worst IMO. And that is our only reliable condi cleanse, better don’t mess with it asides from adding torment and confusion to the list.
- Shadow’s Rejuvenation
Again, making it weaker. I would buy the in/out mechanic for a boost in the HP heal. This will also promote a healthier play style instead of hiding for heals.
Overall, very good and solid suggestions, I’m impressed. This thread should become a thing.
Revenant:
- Energy Managament
- Few Fs (F1 & F2)
- Can play dmg, tank, heal/support or codi effectively
I think I’ll be ok.
Thank you Evan. Thank you for rising my confidence.
One time I was roaming with a guildie. We ran into an Anet dev on an enemy server (JQ or TC) playing warrior. We destroyed his party of 4 several times and had our gloat on the bodies. We were two S/D thieves.
Eventually we run into them one last time, except the dev rerolled to thief. What do I see them do? While speced S/P, the first thing they do is shadow refuge the group. Next time I see him he’s just trying auto attacking my buddy who is ignoring him. Called target and insta downed him and won the fight.
Sorry if S/D or thief gets more nerfs lol.
Dude…why would you do that…? ;__;
The community cried big salty tears over stealth for years. Thief got nerfed and hamstrung into the dirt. Then the devs gave Mesmers tons of additional stealth and are now BOSS. What did the community do? Cheered and stole mommy and daddies credit cards to buy pet rocks.
This leads me to believe the vast majority of the community are idiots.
A thousand times this.
Don’t hate me. I was just trying to be creative yet simple. (LOL)
What I’m saying is: make stealth blink so QQers can’t complain about not finding us anymore and give us what we need. I personally wouldn’t mind blinking if that results in a fair treatment compared with the other professions.
Make us blink out of Stealth for 1/4 of a second every two or three seconds.
Kind of like Predator does in the movies right before revealing himself out of his camouflage.
Discuss.
Allow them to transcend into Mesmers: Masters of deception and assassination.
At least we can all agree Thief resides at the bottom of the food chain right now.
That’s something because it means SOMEDAY we will get buffed a little (just as Rangers did a while ago). Sad thing is we may just switch places for worst class with Rangers again lol.