SoM is clearly better with some setups than with others, which is fine. However, I do feel that HiS is slightly above-average as a default heal skill while SoM is slightly below-average as a Signet/passive heal skill. I tend to feel that the heal/hit on SoM is a little on the low side and that HiS has some hard-to-pass-up utility.
SoM is so very effective with high hit volume that altering it might make it too powerful in some situations. It runs into the same issues that venoms have in that they’re balanced around people using them to their fullest so someone casually throwing it into a non-synergized build will find it mediocre.
I suppose that’s not bad at all then, given the price of lodestones right now. I’m going to try testing it tonight, I’ll report back my findings (I’ve currently got slightly over 200% MF).
How is 200% possible? Did you miss count? This is what I have and I thought it was max.
6 × 3 = 18 on gear
10+15+25+10 = 60 from runes
.6 × 25 = 15 on weapon sigil
5 × 6 = 30 on trinkets
total 123Then then best food has 40.
And guild boost is 10.
For a grand total of 173.Where are you getting 30 more magic find?
50 % MF booster, 6%/6% on weapons? At least I’m pretty sure there’s MF upgrades that fit in weapons.
Just wanted you guys to know we’re looking at this specifically right now. We will probably bring down the raw spike DPS for some builds, but we’ll be careful to increase other areas to compensate.
It isn’t so much the raw spike DPS of backstab as the fact that the set-up for that spike is completely mitigated by instantly closing with steal+C&D. I’m not opposed to a change, I just hope it is implemented gracefully in regards to the true source of the issue.
Yeah the lockout is a little harsh, but it works really well when paired with certain traits. I like to take Critical Haste(X) in the Critical Strikes tree for 2 seconds of quickness. Combined with the 3s from the Sigil, you’re looking at 5 seconds total if they proc back-to-back, which is pretty nice for bursting. Now imagine popping Haste when those stars align for 8s overall….Can you say broken much?
Looks cool on paper, but isn’t actually reliable enough to be worth the gamble. Besides, you’d likely waste some of that quickness if you had 8 seconds of it stacked up. Critical Haste is debatably good because there isn’t a lot of opportunity cost involved with it, but Signet of Rage verifiably weakens you in comparison to some of the other sigils in return for “a chance it could do something cool”.
But it only works well if your in a controlled environment.
Maybe if you refuse to use the active. Even without traiting towards signets the active heal on SoM rivals either of the other heals for burst healing in a pinch. It isn’t one or the other, SoM gets both amazing passive heals and active burst when you need it. The tradeoff is no condition removal or stealth.
You’re right that SoM requires a more controlled environment, but the phrasing makes it seem like such a thing is out of the thief’s hands. Control your environment and reap more benefits.
Doesn’t provide a solution for PvE-only commanders. Commander is not solely a WvW function. Retaining the current system and requiring some sort of WvW benchmark to be reached to activate your existing commander status in WvW might be acceptable though.
Aren’t Thieves meant to be 1-on-1 specialists?
If you decide to play it that way, any profession is a 1-on-1 specialist, thieves no moreso than others. Most of situational effectiveness in GW2 is a result of skill selection and playstyle, not some sort of build-in profession aptitude for an environment.
As for wvw – strength or weakness of a single zergling unit is something noone cares about.
This is absolutely untrue. Solo play can absolutely have an effect on the battlefield depending on situation and positioning. Are most things that can be done with a single person more time-efficient with a duo or trio? Yes, but few things are more force-efficient than a single player disrupting supplies, reinforcements, or a jumping puzzle.
Are you trying to say that SoM passively does a comparable amount of healing as HiS does actively?
Depends on the situation, but I can definitely say that in the vast majority of PvE situations I get >150 hits per minute, which is the stated break-even point for SoM’s passive and HiS active.
(edited by Tulisin.6945)
I have an 80 Thief, and an 80 Warrior, you are DELUSIONAL if you dont think Thiefs are getting nerfed soon.
I think that bar CnD there’s nothing that deserves a nerf but we can’t even be sure if CnD is actually worth addressing because we have a render issue making the matter convoluted.
The fact that you can do a 5k mug, 5k CnD, 8k Backstab, 6k HS in the span of 2 seconds is what needs to get nerfed. No class should be able to instagib anyone like that. It’s been shown that no amount of toughness really matters against stuff like this.
Would applying a global cool down(0.5-1 second) between action #2-10 be a viable way to help slow thieve’s burst damage down without having to really nerf anything?
That is a pretty huge nerf and would result in a lot of auto attack spam.
Unfortunately for those who enjoy the P/P style, Unload is not very good on the whole.
13. I don’t know if what you said will work, but right now spamming autoattack with dagger is way too much effective.
Dagger auto attack is less DPS than sword auto attack depending on condition damage, and sword applies arguably better conditions. I don’t understand why people continue to think that there’s something special about dagger #1 spam, it is right in line with every other thief weapon.
The best heal to use all depends on how well it synergizes with your build. As Dacromir noted, a heavy stealth setup is going to benefit a lot more from the stealth that HiS provides. Signet of Malice benefits heavily from a high hit volume setup, as well as builds that benefit from signet use. Some of the other posts have pointed out how the SoM doesn’t provide stealth or condition removal. These are issues with specific weapon sets, but anything x/D provides stealth and S/x provides easy condition removal, as well as dodge-heavy builds utilizing Signet of Agility. If you’re running these things you don’t need HiS to fill gaps and SoM gets a more favorable comparison.
That said, none of the other heals can touch Signet of Malice in terms of raw healing potential, but that doesn’t always mean that SoM is the best choice.
Not a fan of Sigil of Rage at all myself. Sigil on-crit procs lock out your procs for the duration of that sigil’s CD. While 2s of quickness is really cool when it happens, it definitely isn’t worth losing the 4, 10, or even 20~ (Sigil of Blood, 2s CD) procs you could get off something else in that 45 second cooldown window.
My favorite pairings are mostly a solid crit proc + either 5 % damage or 5 % accuracy.
It doesn’t matter if it has half the recharge time, it’s incredibly situational. You need to be in a group of ranged characters with no AOE and no melee weapons who will keep firing at you no matter what and won’t bother to move out of range of your AOE. In any other situation you will be killed very quickly by any melee character. On the other hand thieves guild is reliable, always works, and gives you 2 allies that do respectable damage.
Using a bow is far better than dagger storm. No cooldown and you can do great damage while still being far away.
It isn’t easy to move out of dagger storm if you’re crippled and the thief isn’t standing still, and the range is greatly extended by the bounces. People also underestimate how easy it is to close with someone using dagger storm, especially if they’re moving away and the person trying to melee doesn’t have some kind of gap closer. Thieves are particularly well equipped to counter dagger storm, but most professions don’t have that luxury. Either of the “shadow return” abilities synergize well with DS by allowing you to escape when the duration is up. Dagger Storm is also a great way to punish ranged attackers in the short term without using it for the full duration. Futhermore, since the obvious counter to dagger storm is a melee attack, it is excellent for luring enemies into a caltrop field or towards friendly fire.
Thieves’ Guild is a reliable dueling asset (although personally I enjoy getting bonus procs off of enemy pets while they do nothing), but DS is a battlefield control asset, and not one to be taken lightly.
EinlanzerOne minor but significant change I would definitely make is to go ahead and put shortened cooldowns on their weapon skills. If each weapon skill was on a .5 – 2 second timer I think the thief would feel more balanced. Without really making the thief any weaker, It would help stop the tendency to ability spam in and would prevent the constant issue I at least have with accidental ability queuing, which tends to waste a lot of initiative and screw up my tactics.
Doesn’t look bad on paper, but this would be a pretty fundamental core change to the profession. Thieves are built around spammability and resource management allowing repeated use of a specific skill for a specific effect. Even a short cooldown on skills is going to throw that entire dynamic out of whack.
Wait 90% of people use dagger storm? Is there a special version of guild wars where thieves guild is considered useless and dagger storm actually makes it rain daggers?
Or are you complaining about a skill that slows you down, throws a bunch of weak inaccurate daggers everywhere, and leaves you open to any idiot with a large stick to mash you into paste.
There are some legitimate points in this thread about why dagger storm isn’t overpowered. Make no mistake, however, dagger storm is incredibly powerful. The daggers are not weak, and far from being inaccurate in the right setting they actually hit multiple targets per dagger.
There is always going to be some portion of thieves that can’t see past 1v1 and think that nothing but Thieves’ Guild matters, but Dagger Storm is very good in many situations and has half the recast time.
the most common complaint i see is that rogues are over powered because of their burst. what people dont realize is that, thats what a rogue is built to do.
While I’m sure there are lots of interesting and debatable points in the remainder of your post, this is where you really demonstrate that you don’t understand the profession you’re trying to play. In limiting yourself to specific things that you’re “built to do” you’re diminishing the profession far more than anyone calling for a nerf. This immalleable mindset is defeatist and far worse for the community than anything you’re trying to prevent.
while I missed bursting, it wasn’t nearly as bad as I thought.
A neat thing about S/D is that while against single targets there isn’t a great ability to unload damage as soon as you move to two targets you can use Dancing Dagger, which is like dropping a maxed-out heartseeker on two targets and is incredibly fast in terms of activation time.
Similarly, because the damage/output is smaller, your ability to synergize with that heal is less.
SoM is based off of hit volume, not damage/output. Even if Caltrops had no bleed they’d still be excellent for control (tons of cripple) and healing via Signet of Malice. You also get bleed synergy via Might. If you’re running might stacks and not utilizing any damage-based conditions, you’re only using 35 out of the 70 stat points granted per might stack. I don’t run any condition gear but with >5 might stacks and the small amount of condition damage I pull from a divinity set you can pull more than enough damage to make bleeds worthwhile, especially since they’re “free” with dodge. They also act as a buffer against removing your more vital cripple/weakness conditions.
Uncatchable just offers too much synergy to not take it with acrobatics. No other profession has the level of damage, healing, and battlefield control available through dodge that thieves do.
you can still be hit. Where the invisible you cant even atk em unless someone else comes in.
Not even close to true.
Source: The tons of bad thieves I’ve killed by auto-attacking thin air. Stealth isn’t invulnerability, and if you make yourself easy to read it isn’t even going to slow your death.
Well I often play pvp and know a lot of the games classes are balanced mainly around PvP, but those builds don’t seem viable at all, I can only speak from experience as an elementalist and guardian, but I know neither of my characters have had issues dealing with those types of players, and the only ones who pose any threat are the glass cannon sneaks who hit you then run when you’re still standing, and they just come back trying to pick at you… It never works though. but I see them dropping most people in a few spammable hits, which seems pretty boring. I tried it in pvp and it was so easy and the mundane I gave up straight away.
There’s a dozen threads on this forum if you want to read up on why glass cannon assassination builds aren’t the only way to play. To put it simply, though, you’re wrong about only those setups being viable. Many thieves fall into the trap of “well, X is effective, therefore X is the only viable way to play”.
Saying that thieve can only Steal→C&D→Backstab and you don’t like to play that way is like going to the warrior forums and complaining that you don’t like Signets therefore warriors are the problem. Find an effective way to play your profession that utilizes the aspects you enjoy, it isn’t as impossible as some people make it out to be.
it should still be more about the deception (similar to a mesmers magical version of deception) only in a more melee format. rather than delivering a massive backstab to some dude. that isn’t what an actual thief does.
So play that way? You can definitely build a highly effective thief that utilizes heavy stealth and summoned thieves to confuse and disorient an opponent.
Have you tried Signet of Malice? You’ll get great synergy out of your AE procs and sword swings.
Having run something similar to this I also consider it something of a travesty to go high-Acrobatics without 10 points in Trickery for uncatchable. Uncatchable is one of the most amazing 10-point traits the thief has, with Acrobatics (and hopefully Signet of Malice), the synergy is amazing.
Also, since you’re getting swiftness on dodge and have good gap closers, Signet of Shadows is more a convenience feature than a necessity. S/D also has tons of cripple potential. I get why you picked it, but it isn’t really playing to your strengths. When possible, I’d drop it before combat in favor of something that’ll turn the tide of the fight like Signet of Agility.
(edited by Tulisin.6945)
ITT many various people either support or decry the “design” of the thief based on their particular play style regardless of the fact that you can play a thief however you want.
Making generalizations about how a thief is meant to be played and whether or not that fits with what is in your head is useless, GW2 isn’t that restricting on playstyles. If you want a high-survivability stealth thief that is impossible to catch, it is viable, do it. If you want an assassin that can jump into combat an kill someone in a couple seconds before getting out, go ahead. If you want a duelist that can use agility and clever swordplay to stay in the melee indefinitely without resorting to flighty tactics, have fun. And those are just some of the more common archetypes it is easy to be successful with as a thief.
GW2 is less about finding a profession that meets the playstyle you enjoy and more about applying said playstyle to your profession.
The capabilities you’re seeing definitely aren’t outside of the realm of possibility for a thief, so I’m hesitant to call “hax!” on it.
I run primarily S/D with a 10/30/0/20/10 trait distribution.
Again, this is just my opinion, but the point of the thief is high burst damage, right? So if I am able to survive a couple assaults from stealth where they take a ton of my health, I should be able to kill them. It should be a high-risk, high-reward class. Right now, it has possibly the lowest risk in the game, at least in WvW.
You’re talking about a playstyle here, not a profession. You can play any profession high-risk high-reward by going glass cannon. Thieves can be played any way you want to play them.
The thieves that many people in this thread are having a problem with are actually the exact opposite. Full-defensive/stealth builds that are extremely survivable but unable to do significant damage while maintaining that survivability.
MantaIn WvW most Thieves take it mostly because the alternatives aren’t good. Thieves’ guild just gets murdered and basilisk venom is simply awful.
A thousand times this. Basilisk Venom is a pretty terrible elite unless you’re specifically building Venom synergy and Thieves’ Guild isn’t much use in large-scale combat while having an eternity of a CD to boot.
Give thieves more viable elite options and you’ll see less of them choosing Daggerstorm.
I don’t really understand why any one would not slot in SoS. It seems as mandatory as shortbow for thieves.
For close combat brawls/duels and dungeon runs I could see SoS not being useful. But for WvW it is a must. Can also be quite important in sPVP in reaching objectives faster. Not to mention it saves a lot of travel time in the PVE world.
2 seconds of swiftness from dodging is really nothing. I barely notice it. The only time I spam dodge for the swiftness is when I’m using it and infiltrator arrow for out running the enemy or supply runs.
There’s nothing wrong with using it to travel long distances, just treat it as something like a mount and stop using it when you actually want to fight. 2s swiftness on dodge isn’t a lot, but between being able to burst swiftness and use thieves’ natural mobility you have all the tools you need to dictate range in the vast majority of situations, especially if you can cripple as well. SoS isn’t helping you once you’ve attained the range you want to be at. For me this usually means melee range, which can be closed to with IF/steal/etc and maintained with cripple.
SoS is a crutch that people learn from using it in PvE for >50 levels because, honestly, open-world PvE is so easy and involves so much travel that just slotting SoS all the time is probably optimal.
Like I said above, I’m guilty of using it when I want to be lazy, especially in PvE, but I constantly see advice to newer thieves indicating that they should become reliant on this ability when it isn’t all that necessary and can actually be harmful.
EnsignThe end result is that warriors deal roughly 25% more sustained DPS than a thief will, assuming both have comparable gear and damage specs.
When comparing warrior auto attack + 1 burst attack on CD to thief auto attack… so the question then becomes why the thief is standing around at max initiative all day. Also don’t forget that steal may offer essentially “free” damage every <45 seconds depending on traits, since it doesn’t interrupt an existing rotation.
If there is a gap, it is smaller than 25 % in practice. I do appreciate you bringing numbers to the table, thank you.
From a balance perspective, however, I doubt thief sword auto attacks will ever match axe auto attacks simply because of the extra conditions thief AA brings to the table. Perma AE cripple/weakness is no joke, even against resistant targets.
(edited by Tulisin.6945)
It really makes sword-dagger builds LESS useful for a thief in comparison to sword-pistol and dagger-dagger.
There’s a reason why you rarely run into a thief using sword-dagger. It just doesn’t match the capabilities of other weapon sets. That should be considered an issue.
Don’t pretend that suboptimal and bad aren’t synonymous in this context.
I’m not saying S/D is bad because of Flanking Strike.
That particular point was aimed at the OP.
Swords do get a critrate advantage in the form of AE attacks. Double/triple the hit volume, double/triple the crits.
You seem to be trying to get these weapons balanced around some kind of >20 minute single-target PvE engagement, but those don’t even exist in GW2. Thieves already have good PvE DPS in situations wherein such a thing matters.
Not a bad suggestion for pistols, especially since might will benefit both power and condition pistol configurations.
The problem with the sword suggestion is that sword skills already have great DPS compared to D/D. Autoattack is about the same vs. 1 target with S/x providing cripple/weaken and D/x providing endurance/poison/hit volume. Upon moving to 2 okittengets the S/x auto attack not only blows away D/x auto attack, but also pretty much any other skill D/x brings to the table. IF is a utility ability that isn’t particularly used for damage. Flanking Strike has its own issues, but is on-paper higher damage than even a max-strength Heartseeker. Low damage is not a problem S/x has.
The other problem is that Critical Haste as-is is somewhat beneficial to many builds and promotes diversity, whereas replacing it with something that only applies to swords would reduce the amount of synergies.
Several People In This ThreadJust spam tab target
This is the wrong advice to give. The correct advice for countering stealth is to simply remember that stealth does not make a thief invulnerable. Becoming overly reliant on tab targeting is why so many people have a problem with stealthed enemies in the first place.
Oh no, that thief stealthed on top of your downed buddy, guess it is time to go make a sammich? It sounds inane but when I play a thief I see players reacting like NPCs to stealth constantly, the second they lose their locked target, they wander off to find something else to do. Things like thieves instantly downing someone and trying to stealth finish are easy to counter, if they downed their target fast then they’re glassy enough to die in a couple seconds of standing over the downed guy and auto-attacking the air.
Also, your big shiny damage numbers won’t show up on a stealthed thief, but your attacks and procs still work fine. I can’t count how many times I’ve downed a stealth opponent hitting them with my sword auto attack and tracking their movements via heal procs.
tl;dr – Stop reacting like NPCs, you don’t need a tab-target to hit someone, learn to read stealth and use your attacks. Spam autoattack costs nothing.
Actually, I would like an increase in all the Swords attack speeds. Its not a greatsword!
While I understand that it “feels” slow, an attack speed increase would probably be accompanied with a damage nerf as sword is already very powerful in DPS output, even moreso against multiple targets.
I agree with the premise of the post, that FS could use some love, but the justification that it needs love because “S/D because FS is bad” isn’t very good. FS needs love because FS is bad, but S/D is a pretty solid weapon combination despite that. The beauty of the initiative system is that skills that don’t benefit your current situation (like FS in the vast majority of cases) can simply be skipped over without much negative impact. If your entire argument is “S/D isn’t competitive because of FS” then people will just provide evidence that S/D is a worthwhile setup.
@Dacromir – SoS can be effectively leveraged to make it useful in combat, instantaneous AE ranged blind is fairly powerful and the skill has solid synergy with traits like Signets of Power. It isn’t a bad skill, it is just that most thieves use it for convenience and don’t get much out of it.
Signet of Agility is one of the thief’s most powerful utilities when properly synergized, but you could just as easily make the assertion that it is boring and replaceable if all you ever do is leave it up for some bonus precision.
DaedalusI also have all my points in Acrobatics/Shadow Arts.
Many thieves seem to think that if they’re dying in PvE then pushing more points into defense is the obvious answer, but I’ve found quite the opposite. Slowing your kill rate so you can live longer is a zero-sum change. Acrobatics can be leveraged offensively if you take might-on-dodge (and Trickery caltrops on dodge), but by putting points only into defensive stat trees you’re lengthening your fights.
I usually end fights against level 80 mobs at near max HP not because I’ve stacked defensive stats (I wear mostly Berserker/Rampager), but because I can end fights against those mobs in just a few seconds. Offense is the best defense, especially in the case of the thief. You don’t need to make yourself 100 % glassy, but you aren’t doing any favors by not pushing any offensive stats/traits in open-world PvE.
Your best solution for survivability is not stacking more defense, but rather using your mobility and poor NPC AI to ensure you take very little damage during your short fights. Learning to dodge, strafe, and cripple/daze control is the difference between dying and easily finishing fights at 100 %.
As for the OP: Yes, thieves can farm Orr easily. I have no problems with >5 pulls.
@Bloodgruve
He’s referring to the fact that traited SoM has a very short cooldown allowing you to activate it often, not the passive effect.
No such thing as “melee classes” or “ranged classes”. Unless you’re extremely specialized, I’d always recommend running a melee weapon and a ranged weapon in WvW so you can adapt to all situations.
Unfortunately the thief class in generally doesn’t lend itself very well to long sustained fights. We are just to squishy to jump in the fray and stay there for very long. The exception probably is a condition damage build, which can heavily invest in toughness/vit without sacrificing much damage.
The whole stealth mechanics lend themselves to jump towards an enemy, try to do as much damage as possible and jump back out.
Depends on how you build. Signet of Malice + heavy AE can keep thieves in the fight for a long time. Thieves can be built to be extremely effective at in the melee ball of the zerg for extended fights. Stealth also lends itself to focus-breaking in large scale combat as much as it does to ambush-style play.
“Thieves have to jump in and jump out” is a playstyle choice, not a general truism.
, the fact that the thief can down you almost immediately (less frequent after the signet change, but still possible) and then stomp you so others can’t reliably counter it is certainly OP.
Super glassy thieves that typically immediately get their target on the ground are the same thieves that die before channeling their finisher if you go stand over your buddy and mash #1. The counter isn’t hard at all, for some reason people just think stealth = invulnerability. You know where a super squishy target is going to be standing for a few seconds without doing anything, take advantage of it.
The exception would be a thief haste-stomping, which is a whole different ball game, but at that point they’re blowing quite a few CDs and pretty much guaranteeing no escape so I think it is a fair tradeoff.
Confusion punishes the heck out of glass cannons but you mitigate it the same way you would any other condition, tank it or remove it. Aside from that, make sure you’re identifying the real mesmer and dodge when he goes for the shatter.
Just give orbs diminishing returns, there’s still some PvP-based incentive to hold all the areas without the major boosts granted by having three.
You are also incorrect in your assertion that you cannot dodge or attack what you cannot see. Neither dodge nor attacks require a tab-targeted style lock. The majority of the time I down a thief in small-scale combat is done while the thief is not visible.
ok my bad. apparently he hit me with 5 trick shots for 2k plus each before he rendered then hit me with a cluster bomb for 8k. Thats 18k and I was dead. Nice. I did not even see the guy til right before the cluster bomb hit (straight from the combat log). Cant dodge or attack what you cant see. Also, he was the only guy on my screen. I thought rendering had to do with to much going on at once. kitten near 6 shots before I could even see the guy. On a side not EVERY SINGLE fight so far tonight has been against thieves. Imagine that. I play off hours on an EU server so the fights are smaller scale. Nothing but thieves. It is my opinion that thieves are a game breaking class and need to be nerfed into oblivion. If they are as balanced as all the thieves scream they are then thieves should have no problem playing another class.
Makes more sense when you realize that 5 “trick shots” = 3 auto attacks, since it was bouncing to your buddy and back to you, with swiftness you could get off 3 auto attacks and a CB in very short order.
I thought SoS pretty much dropped off during combat anyway? I certainly feel slower when I start fighting something than when I’m just running around the world.
The relative movement speed boost is still 25 %, your base movement speed out of combat is just much higher (or your combat move speed is lower, if you’re glass-half-empty).
I don’t know what’s next, but I’m starting to believe that I know what awaits thiefs at the end of the tunnel. In the end, we’ll have pillow for weapon and 1hp.
People complaining on the forums have managed to get their way getting thieves nerfed every single patch. There is blood in the water now, nerfs will never stop until we’re all autoattacking and autoattack roots us in place.
People know it gets results so they just keep playing squeaky wheel and a certain Anet dev in charge of “balance” obliges, as long as thieves keep the attention away from his babby warriors.
Why on earth do you think its ok that a class can do 10k+ damage in ONE hit?
“One hit” is relative. The problem is that BS damage is heavy to compensate for what is supposed to be a tactically challenging “set up”, but certain combos allow that set up to be completely mitigated (mainly stealth+C&D closer). This transitions a back-loaded combo (work to get into position and do mediocre damage which is then made up for by the rewarding end-strike) into a heavily front-loaded combo (jump in and hit hard as the first thing you do). Once you’ve got a front-loaded high-damage hit the balance is even further thrown off by the ability to continue to front-load activated effects, which is what ultimately throws BS out of whack.
There’s nothing fundamentally wrong with a high-damage hit, but what I expect was a completely unanticipated combo managed to tweak the natural balance points of back stab in particular.
But that’s exactly why there IS a problem with high-damage hits. Every other class in this game operates on a different level of effort = payoff. I actually have backstab killed someone with my eyes closed.
I see someone with back facing me. I click on him and move to range. I close my eyes.
F1->5->X(Assassin’s Signet)->1. Enemy downed.The funny thing is, if gold farmers wanted to, they could probably program bots to do exactly the same thing, with extremely high levels of success.
That isn’t a problem with backstab, that is a problem with an ability combo negating the build-in balance counterpoints to backstab (and, in some respects the pre-nerf Assassin’s Signet). On its own, BS is pretty well balanced
And a bot that could kill one mob every 30+ seconds would be pretty terrible, not that what they’re using now is much better.