So why is this not ok but thief burst is?
Because there is play in thief burst. There is play there, and that spike isn’t a single attack that’s 150% your max HP in damage. Thieves need to execute a series of skills in a row, in which at any time the victim has the potential to mitigate or have some sort of play to save themselves or stop the thief. You just don’t see that with the 100nades stuff, or its a window so narrow that we as devs weren’t happy with the play from both sides of the equation as attacker/defender.
I hope I don’t get in trouble for saying this, but it is a very good thing that this guy isn’t on the pvp balance team. Thief damage and their ability to vanish around without being touched is an issue.
And you should learn to read the rest of the posts in this topic. “Vanish around without being touched.” Seriously?
Sword auto attack chain does more damage than a backstab. Use infiltrator strike—>one auto attack chain—>shadowstep back and repeat. Or something similar to that.
Also don’t underestimate the Skale venom utility. That’s like 15 seconds of weakness, enemy will do half damage to you in that time.
“Get over here!” does not cause a get over here as advertised. 9 times out of 10 it only knocks them down.
If you go for full bursts then honestly the best way is to go all Valkyrie armor and cavalier’s trinkets. Hidden Killer will get you your crits. You can also mix your trinkets with berserker’s as well if you choose to opt in the Shadow Arts trait line.
Best of both worlds baby.
umm topic creator, doesn’t your server have thieves as well?
If it’s truly a last refuge it should just ignore revealed.
Make sure to switch out one of your accuracy sigils as they don’t stack with each other. Also check out sup. rune of the pack or do it like I did with 5 runes of eagle and 1 rune of thief.
Thanks Panacea. I should have mentioned that I was talking about a wvw/pve standpoint. Since it will cost money to try it out and test it I wanted to ask here if someone knew.
Well the rune of mesmer already has the stats I’m looking for and the 6th bonus seems like a real help. The rune is twice as powerful so wouldn’t that add 2 seconds instead of the one from the sigil?
So I was planning to make a build with S/D and capitalize on the daze and needed to know how much the Sup.runes of the mesmer’s 6th slot 33% Daze Duration and Sigil of Paralyzation’s 15% stun duration affect it.
I know that the sigil’s 15% stun duration changes tactical strikes daze from 2 seconds to 3, but what about the mesmer runes and also do they stack?
Steal itself needs a rework first before they nerf Mug. It’s really basically a utility skill and not a class ability and the only reason it’s there is to justify the class name of Thief.
Ok I get it. Nobody else likes this armor but me…..
Some parts(shoulders) of that armor set is not available except for in spvp.
It’s been a while now since release, can you really not add this armor to at least the WvW vendors?
They won’t revert it as that would mean they were wrong and they can’t have that.
I just hope they compensate us for it, but also not seeing that happen any time soon…..
Our class name is the only reason why we have Steal.
Swords for pve and daggers for pvp imo.
So whenever I get to the cages the camera zooms out, but when I get out of the SAB my camera is still fully zoomed out and I can’t re-adjust it until I reboot the game. Even after I zoom back in the SAB and then leave it will still be zoomed out.
I hope Anet reads these topics, but I don’t think so. I mean it’s basic rational logic in most cases yet they don’t see the light….
All I know is that Anet doesn’t have a QA team. Oh wait they do….we are……..
This explains a lot. I had many instances even before the recent update of my daggers not hitting anybody at all.
Even on a condition build just for the bleeds it’s nothing special really. At least for pvp/wvsw that is…
They just need to reduce the initiative cost and maybe increase damage or something so non-condi builds can use it too apart from the evade.
They are aware of this and investigating it. That was about 2 days ago.
Well the only thing I can say is that I agree. I mean we don’t even get any response from the devs. They just do things without explaining why they do it and most importantly they don’t look at how their changes affect other things.
This leads me to believe that they simply don’t care….
I just checked backstab damage with a video I did prior to the patch and redid the build from the video and damage is similar. Backstab damage is not nerfed luckily.
Among other things it messes with the entire Shadow Arts trait line. They just put the nerf in without considering what it might affect. And what happened because of that? New bugs like revealed lasting 5 seconds if you have the Meld with Shadows trait, Hidden Killer trait and who knows what more that we don’t know yet.
I hear Meld With Shadows also causes the new 4 sec revealed debuff to last 5 seconds in some cases. This should be looked at.
The stealth nerf did more than just a second longer not in stealth you know. The whole Shadow Arts trait line is sub-optimal now. They should have just gone with revealed regardless of attacking or not.
Anet didn’t forget to factor this in their decision, they just don’t care. This update didn’t even bring in that much content to begin with. Things go very slowly….
As we played with the stealth changed mentioned in the SotG, we recognized that in conjunction with the change to culling this was an unpredictable change to make. We also felt that it was too big of a hit to these stealth professions, so we ended up pulling that change in favor of just increasing revealed duration by 1 second.
You felt that it was too big of a hit? Seriously? You think the current nerf is less of a hit?
You didn’t even factor in how this affects traits that rely on stealth. Mainly the Shadow Arts trait line. Do you know your own game?
Another thing I’ve noticed is that Blinding Powder will lose effectiveness as well as it’s currently the best get out of jail free card with the Shadow’s Embrace trait….
That one should also ignore the revealed debuff.
As I main a thief I’ve pretty much accepted this nerf already since there’s not much we can do about it, however if they go through with it, they should also compensate by buffing some core stealth traits like Shadow’s Rejuvenation and Patience as the nerf will force you to be more in combat and less in stealth these traits will no longer be worth it.
And then there is Last Refuge, the minor trait that gets everyone killed so many times. This trait should be activated regardless of the revealed debuff.
Another thing that can be done is to double all base stealth durations.
Honestly the real problem with thieves and mesmers is that because of their “mechanic” most people don’t know how to handle them. Once you play one of those 2 classes yourself is when you will notice how to beat them. I main a thief and still get owned by other classes that I know that they know what they’re doing, not because I’m a bad player(which I’m not)
Well to me Haste is good enough. Maybe a slightly lower cooldown would be nice, but other than that it’s my guaranteed kill move starter.
Actually the best way is to go Valkyrie armor and Cavalier’s for all your trinkets. Weapons can be either Valkyrie, Cavalier(if you can find them) or Berserker.
Cavalier’s = Toughness, Power and Crit damage. (you can get them with karma by Balthazar’s temple.)
Hidden killer trait makes your crit chance not as much of a big deal and having the 30 points into that trait line is already enough precision for your normal play.
Well the dagger auto attack is faster than the sword’s auto attack…..
Well I’m all for it, but before that I’d rather want them to make p/p more viable. Maybe piercing bullets or something.
It seems that nobody is actually reading the comments in this topic…..most of you just come here to say how happy you are with the nerf just shows how incompetent you are playing against thieves as I’ve seen plenty of people handle thieves with any class.
It’s a learn to play issue and the real problem will be dealt with the culling fix.
We all know that the Steal skill lacks in comparison to other classes’s F1 abilities. Sure you can build around Steal with traits, but then you work for your f1 skill while other classes have their f1 skill work for them instead.
The real problem imo is that the Steal skill has too long of a cooldown so I came up with a pretty good idea and want to hear your opinions about it.
How about after you use your Steal skill and used your stolen item you press and hold your f1 key and sacrifice initiative to gradually reduce your cooldown on Steal?
I’ll leave the initiative to cooldown-seconds ratio to the devs for something balanced.