Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
Deadly Arts: Revealed Training – Gain up to 200 extra power when you are revealed, based on your level
This is dumb. Since they’ll lock GM traits until level 80, why is it “based on your level”? O.o?
Nevertheless, this will get an early nerf. I can already imagine the QQ from Pistol Whips from stealth. >.<’
Critical Strikes : Invigorating Precision – You are healed for a % of the strike damage dealt. The current rate is 5%. Does not work on ambient creatures.
Is this right? It’s no longer requiring a “critical” hit? I think this is a typo.
Shadow Arts: Resilience of Shadows – Stealth you apply reduces 50% incoming attack damage. Does not work against condition damage.
lol. Safer in stealth at last. I like this better than Shadow’s Rejuvenation.
Am I the only one feeling the love here?
Let the haters hate even more.
Acrobatics: Assassin’s Equilibrium – Gain 1s of stability when you are revealed. This is a high skill cap trait as you need to use it when you see a stun/daze coming and attack first to reveal yourself and gain the stability.
This is not a high skill cap trait. This is what we’re looking for against stun-lock warriors who’s willing to take the backstab so they can chain lock us.
In addition, being pushed out of SR wouldn’t be too bad. However 1s is too short, 2s would be just right.
Trickery: Bewildering Ambush – Stealing applies 5 stacks of confusion for 5 seconds.
Now this is my favorite of all!!!
My issue with the Gem Store is the fact that the minimum amount of gems I can purchase with real-world money is 800 or rather, $10 worth.
Think about this, how much is a monthly subscription for other MMO’s?
Not too far off, is it?
If you make one purchase on the Gem Store using real money, you basically paid a 1 months subscription, and can only get 2-3 (cheap) items out of that 800 gems.
Your premise is so way off. The main difference is, you don’t have to purchase gems every month to play GW2, in a sub-based game, you have to pay the $15 per month to play.
I personally only buy gems when there’s really a good looking armor skin or a very useable tool in the gem store. Otherwise, it would take months before I make another purchase. On average, I probably spend $10 every other month, so that to me is like $5/month of subscription fee.
The only time your $10 is worth of 2-3 cheap items is because that’s what you’re buying, cheap useless items, like the town clothes or mini-pets for example.
Unfortunately, I don’t think you really understood my point, and that’s okay. Like my first sentence stated, the problem (to me) is the fact I can ONLY purchase a minimum of 800 ($10) worth of gems.
Not a hard concept to grasp, really.
I totally understand that no one is forcing myself or others to use real world money to buy these items.
The reason I make the comparison between a subscription base and Gem Store base model, is that that’s all we have to compare it to!
This is suppose to be a micro-transaction base system, but why am I only allowed to pay a minimum of what closely amounts to the same amount I would pay for a 1 month subscription in other MMO’s?
I can not see the negative side to them adding a five dollar option, can you?
You missed my point. If you want to spend $5 this month, every month, then save your $5 this month for next month so you’ll accumulated to $10 next month to purchase 800 gems worth.
At the backend, Arena Net is paying a certain amount of fees per transaction. For example, the fee is $0.10 per transaction (liberally low rate). For a $1000 worth of transaction, that’s a difference between $10.00 ($10 minimum) fee and $20.00 ($5 minimum) fee. They limit the number of transactions to save overhead cost so they can use the saved cash to improve their company rather than wasting it on fees.
The problem is, if the prices are set in stone by a bunch of precious transaction, the market is unable to change, because the people like me who aren’t comfortable with selling on these levels, have no means of influencing it.
This is simple.
Simply don’t match the highest seller.
Problem solved.
You assume that they are set in stone when you opt-in to matching the highest seller.
Source:
http://wiki.guildwars2.com/wiki/Trading_Post#Selling
“You can also place a custom offer different from either of the above. "
This “solution” only makes the problem worse and doesn’t actually do anything about the real problem.
You’re kinda overreacting to a very limited information posted. They mentioned that the Celestial set will get hit the hardest so they are increasing other stats in that set by 6%. Based on that, they may also have done something similar to other sets like Assassin/Valkyrie, but we have no information about that so it’s premature to jump on to any conclusion about those sets.
I started to think about her race. Why a Sylvari? Did this whole story surrounding Scarlet become pretty meh because she was a Sylvari?
Not so much about her being a Sylvari. Even if she was a Largos, with the kind of writing, dialogues, and story-telling they did this last “season” will still end up as a meh. The whole thing is a meh, not just Scarlet.
Now if they change her attitude, her demeanor, to someone more calculating, tactical, and less insane, and everything she did tied very well together (we still don’t know why she sent Mai to infiltrate the Council), she would have been taken more seriously — alas, instead all we got were lame “die! die! die!” dialogues.
This would certainly be one way to fix the issues:
When a thief enters stealth (from not being in stealth), it gets a debuff which lasts the duration of the stealth skill. When this timer expires, the thief becomes revealed regardless of current stealth status for a duration equal to 75% of the skill’s duration.
So you pop aegis/bocks/evades and they’re still revealed for 3s after whiffing the attacks and cannot just re-enter when it expires because they didn’t land a hit.
Now you stop stealth-stacking, permastealth, regen builds, etc. and could then arguably make more changes to the class which would buff the non-meta builds not reliant on these mechanics. It then also raises the skill ceiling and makes stealth very useful but not something considered “cheesy,” for blocking becomes a valid strategy.
You do realize that this will break Shadow Refuge to a pile of garbage, right?
Gah! People with no sense making balance suggestions is infuriating.
How so? The cost of an extremely prolonged period of stealth – not to mention the incredible condi cleanse, water field, and healing this skill can provide if used in combat should have appropriate penalties attached to it.
Sigh. SR already have a penalty attached to it and those who have senses knows exactly how to punish players inside SR — and no, it’s not AoE.
SR then becomes a choice utility instead of a mandated one, which should be a goal for all utility skills. If you don’t have a specific use for it, then it shouldn’t be occupying one of your limited-quantity skill slots.
SR is not a mandate, it’s a staple. You don’t have to bring it, so why do you intend to break it? SR has a purpose and you want to dissolve that purpose.
Such a long-lasting skill also shouldn’t be used on the basis that it can act as an on-demand disengage to then be used as an immediate re-engage. Its extended duration implies that it be used sparingly to either disengage from a fight to run away/revive people or engage from a far distance, throw off attackers, etc.
Now we’re threading on the “dumb” lands because SR is to provide refuge no matter what the situation is. It comes with 60s cooldown so it’s not as “on demand” as you implied it to be.
To enter combat entirely invisible is frankly cheap.
Ah, the truth comes out.
Simply, giving the thief this possibility isn’t totally unfair, but moreso is for his entire party which doesn’t rely on stealth. Refuge now becomes much more of a utility/support skill rather than something spammable good in all situations all the time.
“spammable”? >.<’
It raises the skill cap on its use and makes the skill much more fair, while also complying with the guidelines to try and reduce permastealth/stealth spamming builds.
You entire post is a rant rather than a constructive solution to your problem. You don’t want to fix stealth, you want to get rid of it. Your solution is neither fair nor making any sense.
Yup nerfed to make other build shines instead of improving other builds.
“Put simply, if critical damage-stacked builds are more effective than other approaches, the build diversity decreases.”
A sad day indeed.
Curious question: Why pick Hide in Shadow over the new Skelk Venom for an obscenely massive heals? CnD would be sufficient enough for condition removal.
Yes because obviously Thieves who put 30 points into CS are looking for… sustain…
All this is going to accomplish is make the 10/30/30 Thieves so much more annoying to play against. Leading to more Thief QQ, and more completely unjustified nerfs down the line.
I’m expecting better from the other Traits lines but I know I shouldn’t…
The nerf was already announced even before they revealed this new trait (see future Crit Damage changes).
This how you should look at it.
Old: At .75init/sec, it takes 16s to fill a 12 init bar, 20s for a 15 init bar.
New: At 1init/sec, it takes 12s to fill 12 init bar, 15s to fill 15 init bar.At the 15 init bar level, that is a 33% boost as they’ve promised.
Yeah. The point of my post was to highlight that initiative regen is a lot faster than it was pre-patch, even without any traits or utilities.
Um, you could’ve just compare the base rate like “1init/s > .75init/s” if that’s your point, thus my reply. :/
Without going into actual numbers, on paper, it seems that the shortbow would benefit from this the most I’d think, to give it more sustain
Hardly a 5% heal on crit hits can give you that sustain you’re looking for. If this heals on both regular hits and crit hits, it won’t be too bad.
Put me right if I’m wrong but somebody did the maths of old ini+traits vs new ini+traits and it came out that we actually have lower rate of overall recharge.
Old: 7.5 (base) + 2 (Quick Recovery) + 1 (Infil Signet) = 10.5ini/10sec
New: 10ini/10sec (base)
This how you should look at it.
Old: At .75init/sec, it takes 16s to fill a 12 init bar, 20s for a 15 init bar.
New: At 1init/sec, it takes 12s to fill 12 init bar, 15s to fill 15 init bar.
At the 15 init bar level, that is a 33% boost as they’ve promised.
This would certainly be one way to fix the issues:
When a thief enters stealth (from not being in stealth), it gets a debuff which lasts the duration of the stealth skill. When this timer expires, the thief becomes revealed regardless of current stealth status for a duration equal to 75% of the skill’s duration.
So you pop aegis/bocks/evades and they’re still revealed for 3s after whiffing the attacks and cannot just re-enter when it expires because they didn’t land a hit.
Now you stop stealth-stacking, permastealth, regen builds, etc. and could then arguably make more changes to the class which would buff the non-meta builds not reliant on these mechanics. It then also raises the skill ceiling and makes stealth very useful but not something considered “cheesy,” for blocking becomes a valid strategy.
You do realize that this will break Shadow Refuge to a pile of garbage, right?
Gah! People with no sense making balance suggestions is infuriating.
Not sure I’d take an extra 120~ or so healing/hit over +20% damage if I’m honest.. already healing 600/s in stealth is plenty.
Not “per hit” it’s per “crit hit.” It’s horrible. I agree, we heal better using SA line.
In my opinion, 5% is too low for a GM trait especially when it’s gated behind the probability of landing a critical hit.
Keep in mind that they are going to be changing Crit Damage also that will affect the effectiveness and appeal of this new trait.
As it stands, not enough reason to add points into CS.
I’ve been using 30 in CS since I started, I don’t see any better option (for power play obviously)
Plus. April Fools.
I pulled out of CS line long time ago and put all points in to Trickery.
I prefer the control play that Trickery gives than the power play that CS gives.
The only reason I took CS is for the Executioner trait, but through practice, having an extra 3 initiatives plus the cooldown reduction of Steal ended up dealing more damage that Executioner. Executioner does nothing at the first 50% health of your target and most profession has a trigger effect when below the 50% health threshold that further negates the bonus you get from Executioner (i.e. Valorous Defense, Earth’s Embrace).
(edited by Sir Vincent III.1286)
I think the real problem with the ini buff was that it ended up highlighting how broken some mechanics are: i.e. Pistol Whip
I don’t understand why people think that Pistol Whip is broken. Sure I can use it one extra time with the new init system, but the damage is still horrible. Yeah, you can AoE. Yeah, you can heal burst by hitting multiple targets. However, it has no means to finish anyone off. I often swap to a dagger main hand only because Heartseeker do a better job at finishing what I’ve started.
As a sustain damager, Pistol Whip is king, but that doesn’t make it broken because you still need to swap to a weapon set with a burst damage as a finisher.
Stealth attacks get one attempt. ONE ATTEMPT to land that Backstab, one attempt to land that Sneak Attack, one attempt to land that Tactical Strike, one attempt to land that Surprise Shot.
Whether or not that attack lands or misses, your stealth ends.
It will require a major fixing before this one happen.
1) Block should only be effective at 60degree cone in front of the blocker, instead of 360degree — exposing the back to damage.
2) Steal skill (F1) should teleport the Thief behind the target 100% of the time.
3) Backstab has a built in shadowstep that teleports the Thief behind the target given its name. So a “front” or “side” stab will not be possible.
4) Mug (trait) should knockdown the target.
Revealed debuff is lowered by 2 seconds to balance.
If the changes above also happen, even a five seconds reveal will be acceptable.
On the other hand, I personally hate stealth attacks. Backstab should not have 2 requirements (stealth + back) to be met before using. It should be useable with or without stealth as long as your position relative to your target is exposing their back. Meh, not like either will ever happen.
In my opinion, 5% is too low for a GM trait especially when it’s gated behind the probability of landing a critical hit.
Keep in mind that they are going to be changing Crit Damage also that will affect the effectiveness and appeal of this new trait.
As it stands, not enough reason to add points into CS.
Experimentation
A new player in the current system, can experiment with builds, in a minor way, once s/he hits level 11.
In the proposed system, a new player/character CANNOT even begin to experiment with builds, until level 30.
That’s how it is now. What kind of experimentation can you do at level 11 with 1 trait point? Even at level 20, there’s not enough points to actually see any difference. Besides, trait bonuses are negligible at lower levels.
My concern is actually at level 80 since now we can’t even optimize our stats because we either get 5% or 0%…but what if I only want 1%?
Regardless, it doesn’t matter at this point in time. What really matter is, what kind of story Anet will come up with that will keep players playing. The trait system means nothing if the story is the same old pig but with different make-up.
in Battle for Lion’s Arch - Aftermath
Posted by: Sir Vincent III.1286
It was really awkward and cheap to use the same intonation of it every time, but I think it was intentional for a laugh.
Uh-huh
My issue with the Gem Store is the fact that the minimum amount of gems I can purchase with real-world money is 800 or rather, $10 worth.
Think about this, how much is a monthly subscription for other MMO’s?
Not too far off, is it?
If you make one purchase on the Gem Store using real money, you basically paid a 1 months subscription, and can only get 2-3 (cheap) items out of that 800 gems.
Your premise is so way off. The main difference is, you don’t have to purchase gems every month to play GW2, in a sub-based game, you have to pay the $15 per month to play.
I personally only buy gems when there’s really a good looking armor skin or a very useable tool in the gem store. Otherwise, it would take months before I make another purchase. On average, I probably spend $10 every other month, so that to me is like $5/month of subscription fee.
The only time your $10 is worth of 2-3 cheap items is because that’s what you’re buying, cheap useless items, like the town clothes or mini-pets for example.
The drill was opening up a portal to that fabled arena of evil, The Underworld.
Ummm, you can’t drill your way to The Underworld. Just because it’s called “under world” doesn’t mean you can drill down to get there.
Think of The Underworld like the underground government, the black market, etc. They exist but you can’t start digging to get there.
Gem Store prices on most items are acceptable to me. I just ignore those items with a tag “total money grab” on them.
I will buy a whole set of armor for 800 gems even though I’m only using 2-3 pieces of the set, but I will not buy an armor for 400 gems a piece. That’s would be stupid.
One exception, if the piece is something that matches with my toon’s armor, sure I’ll buy it for 400 gems, otherwise, meh.
I guess this doesn’t count either.
1) S/P, P/D
2) 25/0/0/15/30
3) PvE, PvP
1) D/D, P/P
2) 25/0/0/15/30
3) WvW
It would be a partnership between Evon and Death-o-Tron.
Its an aoe, the 25 stacks was simply a demonstration how fast you can apply 25. On a normal mob that’s not very easy :P So that’s 25 stacks on 5 mobs, in seconds, how fast you can you spike 5 mobs? In a huge crowd, I bet I can drop 20 mobs a heck of a lot faster than you can spike them.
In a non-realistic theory, sure.
If you pull 20 normal mobs at the same time, you’d be dead, if not, you’ll spend a lot of time stealthing, healing, dodging or running around in circles. You may apply bleed on 20 of them, but you’ll still have to kill them one at a time.
Killing them one at a time is much faster, less risky, and more efficient.
Death Blossom was never a great skill, even in GW1.
I’d rather have skills like Horn of the Ox (knockdown), Nine Tail Strike (unblockable), or Shattering Assault (debuff+unblockable).
Most thieves can agree that Death Blossom is one of the weakest skills for a thief. The damage output isn’t worth the initiative.
I strongly disagree!
The damage output against a single target is indeed weak, however this skill has the ability to deal AoE damage and should be used as such.
There is no situation where you cant just bring S/P and Showrtbow for aoe purposes and do much more damage then death blossom.
But when you do, you lose the high damage capability of backstab.
D/D is a well rounded, jack-of-all-trade type of weapon set. It has little of everything but great at nothing.
If it does better damage than S/P and SB, then why even bother with those weapon set?
If it can strip buffs, then why even bother with S/D?
You get the idea…right?
Most thieves can agree that Death Blossom is one of the weakest skills for a thief. The damage output isn’t worth the initiative.
I strongly disagree!
The damage output against a single target is indeed weak, however this skill has the ability to deal AoE damage and should be used as such.
Scarlett’s babies…lots of them, that will take a year to kill just one.
As long as I can kill other players with their Legendary Weapons in WvW, I don’t need one.
As soon as the Legendary Weapon becomes OP, I’d stop playing the game.
and here i am thought this is what she saw:
-Flame+Dredge: Sonar technology plus fire magic, an allusion to combining technology and magic in new ways
Some weapons, yes, but not the main purpose of the alliance. Scarlet needed the Flame and the Dredge for one single purpose; to make her gigantic drill. With Flame’s forging ability and Dredge’s drill design, it’s the best partnership to get the job done.
Pirates+Inquest: A use of henchmen and advanced technology with air magi-tech. In this way, I doubt every pirate Scarlet has on her side is an elementalist, so they have magic weapons that are easy enough to reproduce in mass and for common people to use.
Not quite. Pirates build ships, Inquest makes it fly. Pirates make weapons, Inquest makes them more potent. Obviously, the Pirates are to build ships and weapons and the Inquest are to create a power source for both. Their combined effort made the giant drill a floating mother ship.
-Watchwork+Steam: Both using the same basic design, industrial-type asura-like weaponry. Likely used to simply bolster her army.
If you observe the watchwork carefully, you’ll find that they are disposable and at the same time, they have a repair bot flying around. When dealing with Asura technology, things blows up and history tells us that there’s a lot of Asura, Bookah, and other species have died as part of an Asuran experiment. So to minimize casualty, it’s obvious that the watchwork are not mainly for her army, but also built to handle hazardous materials and risky experiment. When things blows up, nobody dies and the watchwork gets repaired.
1. Am I correct that running zerker trinkets with soldiers head/chest/legs and zerker rest (all with ruby orbs or traveler runes) is better than running valk armor (also with ruby orbs or traveler runes)?
This really depends on your build and play style. You would only consider soldiers or valkys armor if you are not using stealth as your main defense mechanic. However, you can still be tough with all ’zerker armor without stealth only if you have all soldier trinkets.
In my experience, I believe that your former option (zerker trinkets with soldiers head/chest/legs and zerker rest – all with ruby orbs or traveler runes) is the best choice.
in Battle for Lion’s Arch - Aftermath
Posted by: Sir Vincent III.1286
You guys ever went to Vigil Keep and listened to how the Lion Guards are ordering Evon? He’s a wuss, he would have packed up and left long time ago if the Lion Guards did not commission him as their major supplier.
The way I see it, the 10% overall DPS reduction is fine by me since that loss in DPS is automatically applied to Warriors even before I hit them due to the 8% passive healing nerf on their Healing Signet. So relative to Warriors, this is totally balanced since they will also suffer from the Crit-Damage nerf, so relative to Thieves, Thieves just received an improved survivability vs. Warriors — and it’s just about time. However, I’m not sure if that would be enough to force them to activate the signet though.
Dagger dagger masterrace? or not yet?
Might as well. What else is out there?
Well, if it’s for a nice looking visual effect while dodging then it’s not assistance in combat.
That would be for Anet to decide.
Suit yourself. I hope that reasoning convince them. Good luck.
This is going a bit off topic about an imaginary event that is not going to occur.
Let’s just hope you are right.
I just find it odd that he claim that S/D is still viable yet he require assistance from a 3rd party macro.
Let’s not pretend that S/D is still viable, because it’s not.
How do you do that jumping evade (like on 00:27)?
I have it set to jump and dodge roll at the same time with my naga
You might want to review this post;
https://forum-en.gw2archive.eu/forum/support/account/Policy-3rd-Party-Programs-Multi-Boxing-Macros/first#post1532762Note: “For example, if you Press A and it results in the casting of a single skill, you’re ok. If you Press A and it casts multiple spells, you’re not ok.”
It might save your account.
Oh I’m sorry, I never realized that jumping was a skill…
If you read it, you’ll find this.
“This means that if you program a macro, it must require one keystroke per action. You may not program a single key to perform multiple functions.”
Suit yourself. I hope that reasoning convince them. Good luck.
(edited by Sir Vincent III.1286)
Odd that the plethora of devs who play rangers didn’t flood the forum.
Funny that you mentioned that. A couple of Devs whom I’ve seen in the Mari and Wurm events in my server were both Rangers.
It’s BS unless I see it in game, just like everything else that the Devs have said so far.
This is another auto-targeting issue because as soon as you teleport to the marked opponent, you’re automatically attacking and dealing damage on arrival which blows your chance of a backstab and gives you a nice revealed debuff.
How is it a bug when it’s working as intended?
Immobilized (and chill to some extent) is obviously a hard counter to PW.
How is this not a bug?? And how in the hell is this working as intended??? At least explain your statement because this is obviously not working as intended.
Okay let me take the time to explain this even further:
- Not a single attack should get interrupted by immobilize (we have stun and daze for that)
- Attacks should only be cancelled by the player moving during the cast when you are rooted with the skill
The ABOVE is working as intended!
Now you cast Pistol Whip while immobilized WITHOUT the intention to manually cancel or “interrupt” the skill.
Here is what happens:
Imagine a 1v1 where the opponent is a sentry in WvW.
- You get immobilized and the sentry walks up to you.
- The foe now stands left of your current location.
- You use PW and the first part hits the sentry even tough you are not faced towards him (How if what you say is true, is this part not already interrupted?)
- Right now there is (as people claim) a 0 second gap before the second part of PW activates. (Before the PW fix this gap was greater so you could even manually turn and aim the second part of PW. This did never interrupt the skill, as you were not rooted at that moment!!! Right now if you are turning and autowalking you can still change direction in between the first and second part. Heck, you can even jump in between the first and second part but thats another story
) If you do not touch your keyboard and mouse, the game will automatically try to turn your character towards your target.
- Then the second part of PW ACTIVATES!!! So to my feel it was intended to be able to activate in the first place
- At this point you are using the second part of PW but the game is still trying to turn your character towards your target. This is now counted as “movement”, (even tough you are not intended to move) which will interrupt the skill.
So basically YOU did not cancel the skill, AND immobilize is not intended to interrupt skills. So there is basically one option left; BUG
Please correct me if im wrong
“Immobilized is a condition that prevents movement, turning, and dodging. Victims can still attack if their target is in range, although any associated movement will be cancelled”
I wondered that too. I mean everyone has their personal preferences, maybe the whole team consists of many classes but only one mesmer, and that mesmer does not like the staff for example as a weapon. So it will never be balanced, allways a tiny bit weaker etc…
Horrifying nightmares of every MMO… :s
There’s over 300 people in the ArenaNet offices. I’m pretty sure every possible race/class/weapon combo is covered.
Doubtful. The recent patches proves that out of 300+ people in Anet, not one plays Thief or Necro.
Rolling a profession is not the same as playing the profession. Because having a Thief or Necro will not open your eyes on a lot of problems the profession have. Once they start playing the profession, they will be enlightened and see, for the first time, how much they have starved and neglected the profession.
I wish they really play every profession and admit that both Necro and Thief, by extension Elementalist too, are monotonous and boring. They need more options like power options to Necro, more weapon set for Thief, and weapon swapping for Elementalist.
~snip~
This forces people into the mindset of “If I cant play my way then I wont play at all!”. The question is does Anet understand this and do they care?
It’s evident that something have changed their mind to abandon the current living story path judging from the announcement of season 2 and the ongoing CDI discussions.
Three things I care about the game I play: Graphics, Story, and Combat. Everything else is a waste of time.
For instance, they can easily design a dungeon that give specific item per run. That’s what dungeon is all about. Indiana Jones did not went through dangerous dungeons only to find an RNG chest in the end. No, he went through all that trouble because he knows what’s he’s getting out of it. The RNG reward system is invented and designed to waste the player’s time, in the case of the Black Lion Chests, to waste player’s hard earned money.
Couple the RNG with the Living Story limited play through, it generates a lot of frustrations. Even gaming websites wrote articles placing the Living Story in a negative light.
So hopefully, this upcoming season would show what have they’ve learned from the past.
There’s still hope.
Urumi would be cool.
lol @ nerf on sword #3 on D/P and shortbow.
How is it a bug when it’s working as intended?
Immobilized (and chill to some extent) is obviously a hard counter to PW.
The Living World/Story is already a “free DLC every 2 weeks.”
So kinda more Assassin than Thief (ridiculous why they invented a new ‘class’ when they could have taken Assassin directly from GW1 imo).
You do realize that if Thieves are Assassins that it will be more OP since Assassins would not be Assassins without the condition Deep Wounds.
Yes, that crazy condition that I am glad that’s not part of GW2.
If you think that Thief can insta-gib you now, it would have been a lot worst if Thieves are Assassins. There will be a lot of shadow stepping, knockdowns, deep wounds, hexes…oh I’m thankful not to have to deal with those.
As for your main concern about the Steal range, you have a reasonable concern but I simply don’t see it the way you do, thus I disagree.
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