If you want to argue that the stealth capability from D/P was “broken” then fine, let’s go ahead and say it is.. putting that aside completely, my problem is the fact that changing this ONE trait is nerfing multiple aspects of the build and other traits that are based on stealth. No adjustments are made to these traits to at least leave them unaffected by this change. There are far more reasons for D/P 0/30/30/10/0 thief to stealth in and out while IN combat (like the example of might stacking from Hidden Assasin), then there are for one to “perma-stealth” and watch from afar.
Example.. If I have full initiative (12)and no traited regen (except infusion) I can drop BP + HS 3 times through it to gain 6 stacks of might and still have some initiative to fight.. With the change it will be pretty difficult to do it more than twice, so now our might is reduced from 6 to 4.. This is a side nerf and in my opinion should not happen.
BP + HS is also D/P’s quickest access to stealth, but now it’s going to eat up so much initiative.. Unless the base regen really makes things amazing, and I guess we won’t know until it’s final, I just see this build ending up much more in the negative than anything.
“Perma-stealth” might be considered by some an abuse of the mechanics, but I STILL fail to see how it actually hurts anything or anyone other than kitten ing them off because they can’t get a bag from someone that ISN’T FIGHTING THEM.
If they want to make this change, they NEED to look at the big picture. I feel they’re tunnel-visioning on the desire to slap perma-stealth trolls on the wrist and call them bad children and not considering how this affects other parts of D/P builds.
perma-stealth
the problem is they are indeed fighting them and the thief usually perma stealths to fully health/buff/whatever
and the main issue isnt even the stealth itself its the kitten ed blinds blind on stealth blind on #5 cooldownless skill blind when dieing blind on pistol #3 all with No Cooldown except for the 25% hp trait wich is bugged and unnecesary anyways
Hello fellow thiefs, I recently decided to pick up a thief and I can say that I really enjoy the gameplay tactics, but I feel as though I have to put 100% more effort into killing something than my ranger does (as weak as they are in the meta right now.) And as much effort that I have to put into it, I wouldn’t have a problem with it if just my effort had clear results, but probably a good 75% of my veteran fights result in death.
I’m currently a level 27 thief, and as I consulted the forums for advice, I’m finding that what looks great on paper does not equate so well to actual gameplay. For example, I’ve read posts that swear by both D/D and S/P. The problems I am having are that while D/D is great dps, it burns through initiative so quickly that I end up running around hopelessly trying to find the back of the monster that I usually take way too much damage… and don’t even get me started if there are two enemies, and i’ll be kittened if one is ranged. So, I read that D/D is good for single target DPS and I figured that was my problem in the open world where it’s not uncommon to aggro two or three enemies at once. So, I shelved the D/D until I come across a vet, and pull out my D/D + cloak + backstab + cloak and find that the veteran is only at 60% health and then I’m out of initiative and, alas, I get killed trying to dodge until my initiative regenerates. So, I hopelessly came back to read about black powder + pistol whip and while it is definitely easier, I still find myself dying way too frequently due to 1. black powder’s blind not encompassing all the monsters that I aggro leaving me vulnerable to damage, 2. running out of initiative after one black powder + pistol whip combo, or 3. getting stunned, dazed, knocked back, conditions, and other sorts of damage that go through blind, and 4. ranged mobs being outside of BP’s AoE. So, in turn, this leaves me with no use for D/D in any situation leaving me feeling like I’m not using my thief to it’s full potential, and also still struggling with S/P because I rely so heavily on black powder, that when I run out of initiative or face a ranged mob, i I essentially lose god mode.
And so here I am. Is there anything I’m missing, or are there any tips or tricks that I may be missing that can drastically help me in these situations? Or is it just something that I’m going to have to stick out and hope that it gets better in the long haul once I can utilize traits to their full ability.
just practice thief is bad at low level but its the cheapest class once you got everything unlocked
so i know them early incoming changes previews are not final but i still think the Power shoes trait should be moved to the adept tier providing a replacement for Speedy Kits opening build options for non kit users becauseas far as builds go pretty much not many would be willing to sacrifice 20-50% of their build’s performance for 25% movement speed as long theres the easier to access option
Rifle #1: Lowest damage of a 2 handed 3/4sec cast weapon. Boring appearance and doesn’t relate to any of the weapon’s other skills
Pistol#1: Lowest damage of all 1 handed 1/2sec cast and lowest bleed duration of all weapons in game.
Harpoon Gun #1: Not just lowest, but absolutely HORRIBLE damage for the longest underwater cast time for a primary weapon in the game. (warriors hit more damage on one of their 1/4 sec cast shots then we do on our 1sec cast shot! WT Kitten!) No option for a condition build to even attempt to use weapon. Projectile speed is EXTREMELY slow and doesn’t “home in” very well for being called homing Torpedo.
No wonder we feel FORCED to use kits, and at the sacrifice of utility slots ontop of it.
ANET, PLEASE fix our weapons!
dude harpoon gun’s cast time is the least of its worries its the Travel speed thats just pathetic anyone can outswim our projectiles even Crippled or Chilled
First lemme preface by saying I didn’t feel like reading a whole ’nother “nerf stealth” thread.
I main a thief (though I usually run d/p, rather than the super trolly d/d, and I usually don’t run glass cannon, but I’ve played with it plenty), and I gotta say, thieves have to work. Even the d/d backstab spammers. d/d glass cannons play balancing on a thread that can easily be broken, and the theives that take you down in the blink of an eye are the well practiced. Don’t believe me? Roll a glass canon backstab thief for yourself. If you’re right, and they’re grossly OP, then you shouldn’t really have to try and you’ll steamroll everyone.
Of course, if you do actually roll a theif and learn how they play, you’ll be amazed how much you learn about them, and how much easier it is to take them on. Seriously, give it a shot.
Now, on other other hand, I rolled up a necro a couple weeks ago, and built a MM bunker. That’s hardly playing. All you have to do is stand inside the circle and keep throwing circles of your own on the ground. Remember to switch to death shroud if your heal is still on cool down. Repeat. I haven’t played a guardian, but I wonder if bunkering them feels as passive as necros. Do I hate necros for being OP? No, but now I know if the fight’s not going my way in the first few seconds, they’ve papered my rock, and I depart for another point. It’s called strategy.
ok, think about this, would you consider it fair to have people read your statement when you didnt even bother to read the Op and realize this wasnt a “nerf thief” complain thread? Dont you think that, while the OP didnt mention Thieves as OP and vaguely relate the threat to them, many other people are having a really tough time with thieves, regardless of whether they have played them themselves or not?
I didnt bother to read your reply either, a person who doesnt bother to read a careful and civilized thread that provides solutions to a blatant problem does not deserve my attention, because just like you assumed all I said was “WAHH WAHH S THIEF TOUCHED ME IN PLACES” Im gonna assume you said “WAAAHHH WAHHH THIEF IS UP, L2P, SPAM AoE, NOOB, MY CLASS IS TOTALLY FINE”
Thieves need some risks involved in playing them, a well played thief should NEVER die, that is not ok. High damage spells need one or the other of these; high casting time, highly telegraphed, easily interruptable, visually easy to recognize OR long CD, easily blockable/dodgeable, involving a risk; if it fails then it was due to enemy skill, if it lands then it was your skill to know when to do it. backstab has none of this, in fact, it has the best of both worlds since it cant be blocked, dodged, seen, has 4 secs CD, can kill you in one sweep, all without you been to do jack about it, or even see it coming most of the time.
^ its pretty much what i agree with
i ran a lvl 20 thief in wvw and only died 3 times to thiefs no less lol
its not just backstab its the combination of all this cooldownless mechanics
d/p for example
F1 = long range shadow step- has a cooldown amazingly
- 2 = spammable gap closer or opener + combo finisher
- 3 = cooldownless shadowstep+ blind
- 5 = cooldownless AoE blind+ smoke field
- = massive damage on stealth+massive damage via auto attack mainly because the attack rate is at 1/4 of a second as another class it would be like hitting for 8-10k damage with auto attacks
then stealth
increases speed
regens
removes conditions
increases initiative gain
grants initiative when entering stealth
blinds
does not get removed when a skill is blocked
pretty much only has 2 counter mechanics stealth disruptor trap and Rangers’s Sic em
but mainly im just tired of the excuse they all repeat
obviously player needs to l2p
have lowest armor- no kidding you’re all full zerkers
lowest hp-again full serker/dps traits
try an engineer wich has medium armor and see if you can dish out same damage as thief without dying half as often
1. How does this harm YOU?
2. How does this harm YOU?
3. How does this harm YOU?
4. How does this harm YOU? I call BS on the hundreds – I presume you meant multiple hundreds – of gold per day. 100 is even questionable, but I can see how it’s possible – that’s only in the most extreme/addicted cases.
TL;DR: It doesn’t harm you, so you don’t have standing to complain. Thanks for your opinion, though.
^^^ This many many times
there was a quote from someone of arenanet(or something) and I think it went by something like “We Want players to play how they want” just because you LOOOOOVE dungeons apparently does not mean everyone has to suck em up for you .
what do you even gain by nerfing champs OP? less players playing the game how does that help you again? champion bags give at most around 8 silver and have some sort of DR so they become useless at some point and even so using your psychology Champion farming as you say is as free as dungeon gold NO ONE is paying for the game you do dungeons for free players kill champions for free it literally takes hours and effort to farm a good load of money so you must be complaining because you are too lazy to “farm” OP
How does it harm me?
- First and foremost, the gold I earn has devalued thanks to all the champ farming. Several items that I want and monitored have doubled in price since champ farming started 3 months ago. Champ farming makes it such that no other way of playing can keep up.
- The toxic atmosphere that it has cultivated in areas like QD (more so) and FGS (less so) where champ trains think that they ‘own’ the mobs there. Just a side note that I PVE with my guild and we don’t respect the train and kill what we need if the daily achievement requires it; We won’t intentionally disrupt it. If they’re there when we arrive, we just join in and leave once we got our Champ Killer or Group Events done.
Personally, I think the rewards are too good for the effort, skill and knowledge required but as long as it doesn’t turn verbally abusive, its hardly as bad as…
- The ‘exploit’ of deliberately failing events to spawn champs. The Ember farm and Dolyak farm are such examples. The combination of it being an ‘exploit’ + exploiters turning abusive when disrupted is why this one needs to get fixed and fast. What I will say about this one is I am comforted looking at the recent Toxic Offshoot events in Kessex Hills that A-net looks like they’re getting it (event fails if Siegemaster dies, Engineers who can be defended by a small team and who will eventually complete the event, elites spawning instead of all champs etc).
(I say ‘exploit’ because AFAIK right now, its not officially recognized to be one in A-net’s eyes though I think they just don’t want to ban so many people. In the eyes of many, it is an exploit. Anyway, rules have been known to change so don’t go hiding behind this for too long.)
- I think all the botters and verbal abusers I’ve reported could also claim not to have harmed me directly as well; and I’d have to agree. But that doesn’t mean that they shouldn’t be reported. So “TL;DR: It doesn’t harm you, so you don’t have standing to complain” is misleading. In fact, the ‘mind your own business’ mindset is exactly what farmers, exploiters and botters want to promote.
As for this:
there was a quote from someone of arenanet(or something) and I think it went by something like “We Want players to play how they want” just because you LOOOOOVE dungeons apparently does not mean everyone has to suck em up for you .As a play style, champ farming can continue to exist. But the rewards just need to reflect the risk, difficulty, knowledge and skill. Sorry to say mashing ‘1’ to get rewards is not any.
BINGO! you just mentioned why this is happening if Overall Loot and rewards were nowhere near as bad as they are there wouldnt be the toxic enviroment we are seeing from farmers
as for failing events on purpose people hardly even attempted them to begin with except for those doing 100% completion
as for your first statement it does not make sense as if farming had any impact it should lower prices of things sold not increase them as items would be more common and more sellers would keep trying to sell before each other by putting cheaper prices.
so all in all the real issue you got is pretty much the toxic attitude farmers have
Yesturday I was forging greatswords in the MF and then i got Dawn the Sunrise’s precursor. I was lucky , I only spend 10g to get it. Today , my dawn was sold , and for fun i just bought for 15g of greatswords and i got Dusk …
I’m comming for you Twilight !
Dawn : http://imgur.com/DzJ0Z2B (over the map)
Dusk : http://imgur.com/tSCbLkA
meanwhile i 1250+ rifles later still havent gotten my precursor
Not nerfing the bags, but nerfing their location. champion should spawn randomly and there should be a limit of people killing them. Why so?
1. Too much reward for something that can’t fail. It’s just impossible to fail this, it’s like standing in LA and getting free gold. You can go there gearless at level 1 and nothing will happen to you because there like 50 other people killing the same thing.
2. It’s bad for new players, exemple: he starts at queensdale, gets to level 80 and even at max level he still don’t know how to use his class. Same thing for wvw by the way : if people zerg all day long , they have no idea how to win 1v1 fights, I’ve seen some pathetic things on youtube, people are winning 7v1 in wvw because alot of them simply never learn how to PvP, they just blob up and spam 111.
3. What’s the point of those dynamic events and other zones like Orr ? If people can just stand in the same place and kill the same mobs over and over again? What’s the points of living story then?
4. The economy, people complain about precursors being 800g. If somebody stops playing for a week he is too far behind because people r making hunder of golds per day with this.
So yea, I think the champions should scale with the number of people. Exemple if it’s more than 10, then it could become harder by adding those ‘elite mobs’ . This would make open world harder if there 15 people , they will have to fight 10 elite mobs and 1 champion. Or they could simply spawn randomly on the map to avoid the whole zerg train farming them.
1. How does this harm YOU?
2. How does this harm YOU?
3. How does this harm YOU?
4. How does this harm YOU? I call BS on the hundreds – I presume you meant multiple hundreds – of gold per day. 100 is even questionable, but I can see how it’s possible – that’s only in the most extreme/addicted cases.
TL;DR: It doesn’t harm you, so you don’t have standing to complain. Thanks for your opinion, though.
^^^ This many many times
there was a quote from someone of arenanet(or something) and I think it went by something like “We Want players to play how they want” just because you LOOOOOVE dungeons apparently does not mean everyone has to suck em up for you .
what do you even gain by nerfing champs OP? less players playing the game how does that help you again? champion bags give at most around 8 silver and have some sort of DR so they become useless at some point and even so using your psychology Champion farming as you say is as free as dungeon gold NO ONE is paying for the game you do dungeons for free players kill champions for free it literally takes hours and effort to farm a good load of money so you must be complaining because you are too lazy to “farm” OP
alrite lets do a full engineers full clerics party
long way for me to go standing at 131g wasted so far
in zerg wars, we have lowest armor with low regen (and only regen in stealth)
in 1v1, we can only stealth and run away, none with regen can be kill by a thiefso, what the **** can we do in WVW?
this shows 90% thief players play the class for its broken mechanics rather than relying on skill try using your shortbow for once in wvw
as for the regen comment your joking right ? thief is pretty much the only class landing up to 7-10k hits without might on players with 3k armor .
what to do in wvw hmm
Scouting,Assasinating ,support,build stuff,fix stuff ,whatever you feel like doing
well theres several things that could use serious improving
Firearms trait line as a whole is somewhat lacking
Power shoes should give a 25% speed increase at all times and that right there opens up build diversity as players would have an alternative to speedy kits wich would help Non Kit builds
Mortar and turrets still need love the 5% regen will be great on their survivability however third tier turret cooldowns are just too lengthy mortar simply gets stuck whenever players try casting its skills fast wich makes the 20% trait a debuff rather than a buff another big deal is the 5 minute timer now i know they obviously got this implemented cuz players was dropping them in event stuff and would afk farm or farm several events at once however 5 minutes seems too short 10-15 mins should be reasonable as most events take about 30 minutes minimum unless turrets simply had their cooldown reset if they despawn due to timer despawn
Edit: how could i forget
our puffer fish gun is the most lacking thing engineer has so far auto attack is a joke when you compare it to every other class’s underwater skills
(edited by Rezzet.3614)
YOUR TEARS ARE DELICIOUS L2P
Well, no offence but nerfing engineer was utterly stupid move considering nobody uses them in competitive play AT ALL. And you only keep nerfing engi, it’s like ????????????????????? at first, and then you realize that stupid changes come only from stupid people. no offence ofcourse but it’s just truth.
i dont see any ultra omg super severe nerf everyone claims other than the 5s vigor uptime loss on perma runners .
other than that we got HUGE buffs and Much needed ones might i add
It would be better if it hadn’t got something like a 6s/7s travel time at max range and an arc so high that hits any ceiling, especially in dungeons.
the arc is 50% good and bad good cuz it lands anywhere other aoe would be Obstructed bad cuz it hits ceilings easily
as for the travel time its the same sometimes good cuz you can pop elixir x before it lands or toss nade barrage so both land at same time but still easily dodgeable on targets that focus the caster.
heal signet!! zerker stance!! no nefrs?? ………….. but ye nerf engi’s vigor – gg ((
Even though it’s somethingthat bothers me a lot, i think it was necessary. No one should be able to gain a boon like vigor w/o a cooldown.
if you read you’d notice that thief got nothin but nerfs and engi got some Real Good buffs
bunker and support engis gonna party witht he 50% healing on bombs and 5% hp heal every 3s on turrets HALLELUJAH
i doubt you even used rocket turret’s toolbelt to begin with wich would explain why you hate the change 7-9k damage with 1500 default range is a massive buff if used right and hey since it has a lengthy landing time you can throw a grenade barrage right after the rocket and bam instant AoE death try it in wvw before complaining
Can you actually show me a video of an engineer hitting for 9k with the rocket tool belt skill? I don’t believe you in the slightest.
i personally hit for 7-7.8k damage Without might stacks in wvw so i can imagine that has the potential of climbing up to 12k damage if not more fully stacked with might and i run in Assassin gear wich has a total of around 450+ attack points lower than berserker. unfortunetly i run at 9 fps best so i cant record reliably (technically i shouldnt even be able to start up the game lol got a Geforce 7200 gs)
i doubt you even used rocket turret’s toolbelt to begin with wich would explain why you hate the change 7-9k damage with 1500 default range is a massive buff if used right and hey since it has a lengthy landing time you can throw a grenade barrage right after the rocket and bam instant AoE death try it in wvw before complaining
i dont think there would be any way of exposing thigns like this without a ban lol
in the end use you use wichever weapon you like if you like FT use FT
No, Grenade Kit or Bomb Kit will give you between 20-50% more damage
thats simply way exaggerated, you never do 20%-50% more dmg with grenades.
Its a statement some people come up with because they don’t like the FT kit or whatever, i don’t know how you come to this numbers. So tell me, I would really like to see it!A FT/EG 0/25/0/20/25 build comes close to Grenades. On top of that the only considerable support with grenades is vulnerability, its laughable calling ‘cripple’ support, sry. FT/EG has multiple condition cleans, weakness, knockdowns etc. imho far better support with nearly comparable dmg.
Unfortunately those numbers aren’t too far off from a solo perspective. FT drew me to start playing the class n I’d hope they give it a boost at some point.
Strictly DPS wise these numbers are from my personal testing. Done in the mists for a ‘sterile’ environment. All done with Zerker setup to simply compare DPS levels.
30/10/0/0/30 Grenades w/SD runs around ~3100 DPS
0/30/0/30/10 FT/HGH ~2100 DPS
0/30/0/20/20 FT w/EG4 and SD ~2670 DPS
*10/30/0/20/10 FT w/EG4 and SD ~3050DPSKeep in mind those numbers are solo with PvP gear so they will change in PvE but should be comparatively similar. Vulnerability plays a part here. Grenades averages ~16 stacks where FT does not. If your group already supplies 16 stacks you’ll match Grenades damage on a personal level. If you take vulnerability away from Grenades they do similar damage to FT/EG/SD.
To get the numbers on 0/30/0/20/20 you need to hit Rifle 3 n 5, EG 4 and your Rifle Turret toolbelt as soon as they’re off cooldown. I have a lot of fun with FT, its great for open world events and just fine for a lot of dungeons.
Lastly, don’t take my word for it. Do your own testing and make your own conclusions. Fun trumps DPS IMHO.
GL
Blood~*Seems with some rotation and trait refinement you can pull quite close to Grenades, with the same ‘rotation’ of hitting cooldowns. Bombs and Rifle/SD are both a bit higher but I’m quite pleased with FT numbers in this setup.
only shows how bad FT is, my grenades hit for 1.3k-1.5k each average 1.9k tops Each grenade easily over the 3k specified and theres the fact FT has a 2s attack chain so grenades do in fact add for 50-100% more damage solely on attack rate.
FT is flat out horrible if you want dps go Static discharge
you ll melt your targets each tool belt of mine hits for 2-3.5k as well as the SD shots
so thats 5-6k with surprise shot 7s cd
5-6k with battering ram 12s cd
5-6k tool kit 17s cd
shave 2 seconds if you put 30 trait points
flamethrower is Only useful for hitting targets behind walls and doors
this game has an RNG “luck” system so basically when you make your first character it is locked hence why some players will always be luckier than others regardless of mf
Hi, I know this might be a little bit off-topic, but is it really worth it to start a thief now? I’m pretty new to this game (lvl 60 warrior in about a week), and i just decided to start a new thief. At the same time as I’m looking for hints and guidelines at the forum, I can’t help but see a lot of negativity towards the new changes to the thief, like people saying they won’t play them until they’re getting buffed again. So yeah, are there still any strong builds for thief? Is it worth it to start a thief now, or should I go for an other profession?
yes thief is By Far the most “Balanced” class in the game
it has ultimate DPS mobility the ability to reset battles at any time Versatility and mainly its 98% un-counterable
if you like 1-3 key instant kills then theif is for you
you mean just how thiefs had a skill locking out 90% of other classes’s mechanics and trait points? you know like stealth? 90% of the time? trololol
I forgot that stealth completely turned off your brain. It’s impossible to attempt to predict where the thief might be headed on his weaponset, to use AoE’s or auto attacks to attempt to hit him while he’s in stealth.
yup cuz Everyone has greatswords that cleave as well as meteor showers and marks and wells it s not like some use rifles bows longbows pistols wich shoot straight or to the ground if they have no active target . /sarcasm
plus we all know how it goes once thief stealths follow up is an obvious shadowstep followed with stun and the killing blow .
with hardly any counter for some because stealth remains even if thief spams his attacks on a Blocking player so yes 90% mechanics gone to waste by this one stealth mechanic
Also of note is that the rocket turret no longer causes burning, which removes roughly half of the damage at level 80, or more than half if you were a condition build.
This change was not listed in the patch notes.
it got an unlisted direct damage buff
It got a buff of about 400 damage at level 80 against squishy targets in exchange for 3 seconds of burning (= 984 damage with zero condition damage).
That’s a nerf even if you had no condition traits or gear.
or 0-1 second of burning in wvw zergs so i’d say the nerf is only to condi damage builds however i think it was made this way so you could deal extra damage with rifle turret’s 10 vuln over charge or something
i prefer the direct damage buff over the burn on turret because in wvw conditions get slapped off just as they are applied however it do admit it is a huge dps loss for condi turret builds
rrocket turret had its damage increased by around 400 damage and has a super toolbelt skill try it on serker or assasins
The toolbelt skill is just a slightly harder hitting grenade that is WAY slower, why the hell would you give up an entire utility slot for that?
because of the missile’s arc it gets where grenades cant and its got 1500 untraited range
just give it a try in wvw and you ll love it when you start 1-2 shotting glass cannon thiefs and eles
plus since its so slow you could use elixir x and hit for twice the damage
rocket toolbelt is the best thing so far engineers are pretty much living artillery now in wvw
rocket turret lost its burn but got direct damage buff for it
havent had the overcharge problem myself however the missile is aimed towards the spot target last was so it misses easily
rifle is pretty good as well i’d say
but yeh pointless thread so far /close :v
seriously fix the mortar tho its been nearly a year and it still jams and shoots random shots without any effects
Also of note is that the rocket turret no longer causes burning, which removes roughly half of the damage at level 80, or more than half if you were a condition build.
This change was not listed in the patch notes.
it got an unlisted direct damage buff
dont change new rocket toolbelt
Wait since when is Autotool Installation a Grandmaster trait?
since today
rrocket turret had its damage increased by around 400 damage and has a super toolbelt skill try it on serker or assasins
12 thieves have already been hunted by my ranger since Sic Em has been buffed…. The best part was watching them flail around helplessly wondering why they couldn’t stealth. Muahahaahah
im an engineer and this skill trolled me hard twice lol
Sic’em is a 4s revealed on 40s CD.
If I were you, I’d be more worried about the Shadow’s Embrace nerf the dev accidentally showed in the tooltip (condi removal every 10s in stealth instead of 3s).
Its not about the duration or the CD, its about the basic design principle.
A skill that completely locks out 33% of a thiefs class mechanics, and potentially 42% of their total trait points (if they’re 30 into SA) is kitten poor design. Making it completely unavoidable removes all skill from the equation – it doesn’t matter if I outplay the kitten out of you, you can slot a button that says “you are revealed for 4s, no matter what you do”, and that’s just dumb.
you mean just how thiefs had a skill locking out 90% of other classes’s mechanics and trait points? you know like stealth? 90% of the time? trololol
sic em has a short duration 4s dodge twice and stealth again easy as that
and it has a 40s cd so not it is not as bad as you exagerate
also the sic em skill only applies the debuff if the ranger had you targetted in the first place
i dont see any real nerfs goin on for thief still the same undefeated ganker in wvw
Mortar still needs fixing tho
Autotool Installation heals 10% Turret HP/10 Seconds. The tooltip is wrong.
You can, therefore, get 300% of the Turret’s HP back if it lasts for 5 full minutes. This is unlikely to occur. The 3% damage resistance buff is stupid, period.The 21 Turret bugs (they’ve legitimized one by changing the tooltip to match the current function), are probably more of an indication that they don’t really care about Turrets – or if they do, they sure haven’t started showing it.
well then my sincere apologies for not knowing that
seems its just unupdated info
like rocket turret damage displaying lower than it actually is
so now Autotool instalation isnt just a Grandmaster trait it also heals 1% turret hp every 10s wich means turrets heal about 25% hp in 5 minutes duration before vanishing IF your opponent hasnt tickled it to death
the 3% damage resistance increase to metal plating does not compensate for this screw up
Elite supplies great buff for Mortar except IT DOES NOT WORK STILL it still gets jammed so elite supplies actually harms the mortar as using mortar skills quickly is what breaks it in the first place.
loving it in wvw
He means to say that the chaos storm created by the trait crits for over 50k per second aoe. And thats just tPvP!
Must be hilarious if it does this in wvw. If anyone has a video I would enjoy a link.
been going on all day in wvw
the traited is bugged and it causes when mesmers falls it does a Chaos storm that does up to 50-70k damage per tick
make bloodstone salvageable or mystic forgeable or something
/ profit
i literally have a bank tab and a half full of it and 4 stacks in my inv
Thieves are not OP, they are UP in comparison to the other meta professions and if the meta professions aren’t toned down then Thieves, Elementalists, and Mesmers will all need buffs.
Also, every argument you just made has been refuted a billion times since launch. Please, for crying out loud, use the search button.
/thread
UP how compared to what class other than guardians?
i kinda wanna check this guild
D/P permasteslth doesn’t need a nerf at all, it’s not even hard to counter and a Thief in stealth isn’t doing anything. People who complain about D/P permastealth in WvW just can’t get over the fact that they might just have to walk away.
yeah… just no for you and the OP
the threat of D/P thief is precisely that he is always stealthed wich means he always will have a backstab at the ready + the fact you cant see him at all wich means you are unable to counter defensive nor offesively as for run from him we both know it doesnt work as #3 skill just so happens to be a conveniently cooldownless shadowstep+blind
as for OP’s Block suggestion that is also exactly another reason why stealth is a bit unbalanced thief currently has no risk because stealth isnt broken when he hits a Blocking or Aegis or Invulnerable target. (hell this one fix might actually balance the whole class actually as it would make stealth counterable)
yeah, i know. but still. im just saying how op warriors are when it comes to movement
meanwhile thiefs laugh their behinds off