Action Camera - Set Cursor to Center Screen
in Guild Wars 2: Heart of Thorns
Posted by: blarghhrrkblah.3412
So I started using the action cam, and it definitely has it’s ups and downs, but overall I think it is pretty fun to use. I noticed, though, that when I have it in default camera and my cursor is hovering over something, say a party member’s portait, when I switch to action cam, the cursor is still hovering over the portait (though invisible now). This is an issue because in the party tab, hovering over a party member brings up a decently sized box, which in action cam, I cannot remove because the cursor is locked. Thus, I think something to should be done to move the cursor to some default location when entering action cam.
Thanks.
Yeah, thief’s strength isn’t in fighting. Whether or not it is in a bad state is something heavily debated over (+1/decap argument), but thief’s combat potential is definitely very low as it currently stands.
I want to see you say it when expansion hits…. i highly doubt that we will be able to keep even +1 pet role anymore.
I’m not disagreeing with you, but who would succeed us on our signature role?
I dont want to reroll…. please make us viable compared to other specs.
I’m just going to cite the +1/decap argument for this one. Yeah yeah, it’s not fun, but saying thief isn’t viable is not true. What we do need is more viable options, though that basically extends to every class.
On a different topic, what do you guys think about making Steal work similarly to the Sword #2 Infiltrator’s Strike and Return? The initial steal would work just like it does now, and you would then have about a 5 second time frame to activate its roll over skill, which returns you to your previous position if you choose to activate it. This would help make stealing more viable for our ranged weapons in general, since you usually want to stay farther away when using ranged weapons. It also wouldn’t conflict with anything because using stolen items is now on F2 instead.
My concern is that this change could also help our melee sets possibly, which already get better use from Stealing. However, I don’t think it would be too strong and would mostly just help our ranged weapons, but I’d like to hear some other opinions on it. Maybe the time frame you have to activate the roll over skill could be even shorter than 5 seconds so that it’s not really a new escape option available.
I don’t really see the point, I guess. If it isn’t useful for opening gaps then I don’t see why it would be beneficial at all for ranged weapons (pretty much only P/P).
Speaking of P/P, though, I had an idea (though I’m not sure how feasible it is) to help boost its effectiveness. And that is to change Unload so that it is not interrupted by dodging. Again, this is just an idea, and I am fully aware that this may not be possible due to the limitations of the game engine.
I like the idea, but this is a lot more than a QoL improvement. I would consider this a buff to Thief, and definitely not an insignificant one at that. Whether or not it is overpowered is up in the air though.
As a personal note, I would like the shift key to be bindable to something else because I actually used shift to dodge
Scrappers can get 6 second reveal on a 20 second cooldown in 900 range, probably going to be meta to change to that elite if you see a Thief in game.
Thief was never a difficult matchup for engis anyway, so I doubt they would give up Supply Drop or Mortar Kit to win harder against a class that they already are considered counters for.
Edit: Or even Elixir X to shut down Rampage/Lich Form
(edited by blarghhrrkblah.3412)
I’m not sure how I’m supposed to feel about this.
Wow these look really good. Nice work Karl
As for Torment vs Damage Reduction, I’m going to have to go with the masses here and say Damage Reduction. It does a much better job at reinforcing the theme of Daredevil imo.
Edit: also staff still needs some work
(edited by blarghhrrkblah.3412)
If you want to talk about pure tank vs burst, then the correct outcome should be a stalemate. If the burst class had enough to kill a tank in short time, then may the Six help all of the less durable classes. Tanks should die to high pressure over time, not so much spike damage. The classes that fill this role are usually DPS classes. Note that these are not the same as burst classes because they deal high damage over time, rather than bursts.
The issue you’re describing is more with bruisers, who are tanky/sustainable and can deal respectable damage. Historically, bruisers have been difficult to balance between having good sustain vs good damage. Ideally, there is a trade-off between the two, but that gets really muddied up when you have modifiers like Might, Fury, Protection, etc. Theoretically, there should be counterplay to this in the form of boon strips and corrupts, but aside from necro and mesmer, there doesn’t seem to be a huge number of classes that have some form of boon hate.
Kind of want to bump this, since this is kind of the unofficial topic about DrD…
How is it, truly, after the BWE3?
What I got out of the other more official thread is that people are mainly happy about it.
The staff needs quite a bit of work, and in general I feel like it’s a pretty useless weapon.
The traitline itself is not bad, at least in my opinion. I was able to play the old S/D acro thief with it relatively successfully. Maybe it’s nothing new, but at least it’s an option.
The glaring weakness is that, at its core, DrD is still Thief. By that I mean that it is basically still a +1/decapper, though now with less stealth and more speed (because we totally needed to be faster?). I don’t mind that it is being developed this way, because I was at least having fun, but I really think core Thief (Acro in particular) really needs work.
Edit: To be more clear, it is a somewhat mixed bag. I had fun while playing it, but some things could be made a bit strong. In all honesty though, I would prefer if the attention was spent more on dealing with the issues core thief is having, rather than DrD since it feels pretty solid already.
(edited by blarghhrrkblah.3412)
people who don’t play thief just say this class is balanced because they’re scared of thieves and don’t want them to be truly balanced lmfao
And what is your idea of balance Mr. “Hoping for Ele and Mesmer to get gutted with nerfs?”
I noticed, Vault tends to run a bit short. I was trying to precision aim it at some plants just to test it, and basically what happens is if you bullseye a plant, you actually land a couple feet short of it. I think this should change, the bullseye of the targetter should put your body exactly at its center.
This issue has been acknowledged by Karl already, so it should be fixed by release.
I haven’t really been able to play much, but from my short time playing PvP, I have noticed a few things.
An acknowledged issue is the distance on Vault not going as far as it is listed to. I have noticed that the tooltips for Weakening Charge (staff2) and Debilitating Arc (staff3) list them as 450 and 400 range respectively. Comparing these to Dash (450 range), I have noticed that both fall short by anywhere between one half or a third of the distance they are supposed to move. Unless I am misunderstanding the tooltip, I do believe these are bugs.
Now onto my general feel of the class in PvP:
The condition removal on EA feels…unreliable. In a match I had earlier, there was an engineer capable of instantly applying 5-7 stacks of burning that lasted for about 5-6? seconds total. I think it was dealing about 2-3k per tick. Normally burn isn’t an issue, but I couldn’t remove it. The burning was usually covered by vuln, poison, bleeds, etc, or otherwise less threatening conditions. I would use all the condi clear I had at my disposal in an effort to clear the burn, but just ended up clearing the weaker ones instead. And then the engineer just stopped attacking so I couldn’t proc EA and thus ended up dying. This happened multiple times throughout the match.
Now as for staff. I played revenant for a bit to checkout the staff attacks. I was very impressed by it. I don’t even care that we hold the staff like a hammer, or that DrD uses recycled revenant animations. I seriously believe that we should use the Revenant staff auto-attack chain animation…it just looks so much better than what DrD currently has. If there is absolutely one thing that I would change about DrD staff, it is the auto-attack.
On a similar note, I also think Weakening Charge should use the Surge Through the Mists animation. It would looks a lot better than the recycled solo Dagger 3 animation in my opinion. There were some suggestions to make it function like Warrior’s GS 3. I think this would be a good change, even if it isn’t given evade frames.
Debilitating Arc runs into the same issue as many other evade skills, which is the skill queue. I also don’t think it is worth it’s 4 ini cost for what it does.
Dust Strike is kind of fun to use. I play Janitor Thief with it. To be honest, though, it’s not very good…especially at 4 ini. I would either make it an AoE or a field of some kind. People have suggested Dark Field, but personally, I think a Smoke Field would be more in line with the physical flavor of Daredevil.
Vault is a fun skill. It is very telegraphed, which is fine, but the damage is there. I would like to see this skill be used more for utility though. Maybe trade some damage for range, or add evade to some part of the leap.
Many have reported some issues with Bandit’s Defense triggering at inopportune times. I have found that against a mesmer, the block can be procced forcing you to expose yourself to their stun -> burst. This should be addressed as it severely limits the potential of this skill.
The DrD trait line is pretty solid, though there isn’t a lot of competition for certain traits (Escapists Absolution), which should be addressed by making the other ones stronger.
Thanks.
Edit: some stuff for clarity.
(edited by blarghhrrkblah.3412)
In my opinion the only thing that needs improving on the Daredevil now are some of the staff skills. If they added a directional evade (something like warrior’s greatsword whirl attack), and a non-stealth interrupt option, the staff would be able to compete with the thief’s other weapon sets. At the moment all other weapon sets outshine the staff in almost every way except damage. If the staff gave you more control over where you evade to, I think it would be a much better weapon.
I actually really like this. However, I find it a bit strange that staff would have two evade skills…so my suggestion is to turn staff 3 into a 1s block, which when is hit executes a counterattack that knocks the opponent down for 1s or something(basically tripping them with the staff).
Edit: I guess we already have this functionality in Bandit’s Defense though…so…idk actually haha
(edited by blarghhrrkblah.3412)
other classes devs went for powercreep, our dev went for balance in vacuum + 0 communication between them….. go figure
You know…another way of looking at this is that our dev is the only one that did his job properly if that is indeed the case.
When you shadowstep, remove a condition! :-)
This should be a trait.
It’s time for change.
its a symbol for thieves running from other classes
be·hoove
it is a duty or responsibility for someone to do something; it is incumbent on.
Taking a little bit of time to use a search engine is a useful skill to have.
but now that it has hit an all-time low, I feel like the only direction it can go is up.
Don’t worry. I’m sure you’ll be pleasantly surprised to see them do something wacky like even more stealth nerfs, increase the initiative cost of Short Bow 5, or make shadow’s embrace remove even less conditions.
We felt stealth was too powerful so stealth has been removed from the game along with all classes that have access to stealth.
I think if the animations were a bit more aggressive, they would feel better. The revenant wields the staff pretty well. Not much like a martial artist, but they definitely know what to do with it. The thief…well mostly my contention is with the third hit in the autoattack. Just doesn’t feel weighty enough…you might even say…it feels…floaty :>
Maybe not all attacks, but I could see our stealth attacks being unblockable as fairly balanced. After all, how can you block something you don’t see coming?
Edit: ok maybe not balanced, but thematic
Then this means that Thief has to grant all boons on him to whoever kills him. Since Thief doesn’t get boons on his own, this can only be in our favor
Had this game since release, never got around to playing it.
Got in the game after seeing HoT, and I now have a level 44 thief. Anyway, I’m planning on mostly playing pvp and eventually a lot of wvw roaming, but I plan on still playing a lot of pve. Anyway, daredevil looks EXTREMELY underwhelming and seeing the posts on the thief boards I feel kinda discouraged, especially after my last few games where I got outlasted, couldn’t 1v1 any other class, and felt like I was just capping points, not pvp’ing.
So should I keep on with thief? I’ve been looking at necro to get to 80 pre-HoT, its an easy class, its good in all aspects of the game, and it has a sexy elite specialization. And eventually, if I got tired of necro I’d go to revenant and main that. Both of those classes seem like they’re in far better spots than thief is looking like its ever gonna get to…. like seriously? A class mechanic taking up grandmasters?… and a single dodge?
Sorry for my English
Well…if you haven’t tried it for yourself, you just won’t know. Personally I think the unique dodges have their own sexiness. Sure their placement in the GM trait tier leaves a bit to be desired, but they are quite powerful in their own right.
As for “better than thief is ever gonna get to,” I really don’t agree with this. Keep in mind that thief has only really been getting lower and lower (which is discouraging in it’s own right), but now that it has hit an all-time low, I feel like the only direction it can go is up. The question, then, is how long this will take. If ANet is serious about shaping PvP into a competitive game mode (I’m hesitant to say eSport because of spectating issues), then more frequent balance patches will be released to make sure everyone is having fun. At the very least, they have already confirmed that balance patches will be coming two weeks before every season. I really don’t think that it’s as bleak as everyone is making it out to be.
Lol where did you find this? Just sitting in the forums somewhere?
It was posted on reddit by an ANet dev.
He has three E-specs to work on…you can’t expect him to ignore the other 2 because we are screaming loudly -.-
Edit: In fact, the majority of his posts in the last week were here in the Daredevil Feedback thread.
#2: Weapon Viability. Currently, nearly all thieves use D/P + SB in PVP.
I want to add on to this. I think there also needs to be a good reason to take something other than shortbow. The problem that I am seeing is that shortbow is a weapon that gives us access to our mobility, when really I think that it should be a weapon that supplements it. Also to clarify, since many of you might think that I am just lobbying for shortbow nerfs, it’s not quite that simple. I’d like to see that mobility given back elsewhere so we will be more mobile without shortbow (maybe Daredevil has solutions to this).
2. I’ve been hit for 12k+ by classes such as Mesmer, while they REMAIN in stealth. This isn’t a shot at mesmers, it’s just an example that a class can remain in stealth and out damage us while providing to risk to themselves. Yet we are forced to come out of stealth, be kept out of stealth by revealed, with the lowest life total in the game, and with no “Oh Crap” invuln button that every other class gets, just to fight normally. Meaning we have to do this EVERY SINGLE fight.
I actually question the validity on this one because the game mechanics themselves work to prevent this from happening. Now, I won’t argue that they start their burst from stealth with no way for us to see it coming, but I doubt that they remain in stealth after the damage has been dealt since they need to shatter to achieve that kind of damage.
I did the math, look up “tale of two burst” for the numbers. Off the top of my head if BS crits (and with pack runes you’re at a 80% chance) then you’re looking at about 7k total, 9k with executioner. Would have to go back and check the post but it was about that.
What’s interesting is the full dagger auto which you can follow it up with fair safety because the target is essentially stunned at that point (daze + immob from PS = stun or basi venom) will on average against said squishy target do about 5k follow up damage though that is extremely averaged. If the last 2 strikes don’t crit it will be less but you should also have an air/fire proc added in.
Essentially a thief can burst a lot more than other classes (every 5s) but they burst for less potentially and it’s all weighted on the backstab. Compared to other classes, others can burst harder but there’s a much higher time between the burst/set up required. Special note on the Mesmer follow up damage, their options include mind stab and iZerker with the latter extremely easy to avoid, otherwise it’s kinda poor follow up damage.
Thanks, that post was very informative, and it does roughly match up with my testing done on the light armor golems in HotM. I didn’t know, though, that the light armor golem actually had higher defense than a zerk/marauder light armor class.
Now…my question was somewhat leading in that I believed that most people overestimate the amount of damage they think a thief can do (the word “insane” tends to get thrown around a lot). While ~8k is not a small amount by any stretch of the imagination, it is hardly capable of 100-0ing anyone as many people tend to claim. I just wanted to bring that to light.
Edit: From a bit of testing against the light armor golem, the numbers that I am seeing from backstab range from 4500 to 5000. Since the difference between the armor values of the golem and light armor classes is about 10%, I don’t expect the amount of damage from the backstab to be much more than 5500 at most. This would actually mean that the best damage a thief could hope for with his opening burst is roughly ~7000 with Mug -> Backstab (not including sigil procs of course).
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You are basically saying, remove endure pain, warrior will be useless
or remove lighting flash, ele will be doomed
remove blink, mesmer will be useless
remove elixir S, all engi will be reckt.
whats your point again?Warrior isn’t taken for Endure Pain.
Elementalist isn’t taken for Lightning Flash.
Mesmer isn’t taken for Blink.
Engineer isn’t taken for Elixir S.The point is that Thief IS taken for Shortbow 5. You don’t think that thief is weak, fine, there is merit in that. Then consider the role that Thief currently plays. Thief is a +1/decapper. How can it do this? Exclusively because of Shortbow 5. Have you ever tried to get around the map without a shortbow? It’s so abysmally slow that I wouldn’t even say the class is worthy of the name “Thief” anymore.
Yeah. It’s not the most mobile profession. It’s the profession with access to the most mobile weapon set. Without Shortbox cemented into our second weapon set slot, we’re not a better decapper than anyone with a ranged blink. Especially since ours is the longest cooldown of all professions.
I actually deleted my post because I felt like I was wasting my breath. A bit too slow on that apparently haha
yeah, crocodile tears
Stealth – Stun – burst to 0% HP – Stealth – Stomp UNINTERRUPTED whether with melee and ranged
and pretty much all the necessary skills have condi removal and OP disengage abilities
nope, needs nerf
So…do you mind my asking how much you think a thief can burst for? Let’s say we have the squishiest class currently played, which I think would be a shatter mesmer in terms of flat defensive stat value.
So…in a recent thread about PU nerf being too much, I said that the average damage that backstab did to a light armor golem (with the meta build) was about 6500 on average for a crit. I was just messing around in HotM and decided to just backstab stuff for old times sake. I was unpleasantly surprised to find that I was actually only dealing about 4500 to 5000 damage to the light armor golem with my backstab. Somehow I didn’t notice this when I was testing for non-critical hits.
Anyway, just wanted to throw this out there. The setup used to get these numbers is the D/p thief on metabattle.
edit: apparently numbers are kitten
(edited by blarghhrrkblah.3412)
I accept that raids are most likely to be using more optimised groups, but the thread was about the PVE zerk meta. So dungeons and open world content have to be considered as well, not just the raids.
Oh…in that case, I highly doubt the zerk meta will change at all. None of the dungeons or fractals are receiving significant changes as far as I know. Maybe Fractals 50+ may require more support-oriented specs, but the higher up you go the more organized your group will have to be to be able to complete content in reasonable time.
Edit: Oh I forgot to address open-world. If event chains are going to end with Tequatl/TTS scale world bosses, then I can definitely see the zerker meta getting changed up. However, it’s hard to say what thief will use since, as a few others have mentioned, anything not damage just doesn’t scale well with the class. We’ll just have to see.
Edit2: Also…I wasn’t aware that the zerk meta extended to open-world events.
(edited by blarghhrrkblah.3412)
What i was referring to was the un-dodgeable shot she fires if you were at the farthest away from her. If it means that its going to be more stuff like the molten duo or the cannon phase, thats fine, but literally un-dodgeable attacks are what worries me.
So…not super relevant, but I just realized that since you’re able to dodge Mai Trin’s teleport shot with Heartseeker, you should also be able to dodge it with Dash since they have the same travel distance.
Edit: video for how to do
No help in the form of big might or vulnerability stacks from any other classes to help you as we are not talking optimal only runs.
I don’t see why that is relevant considering raids HAVE to be done with groups that provide these things.
Actually the problem is that we keep staying in meta thanks to our shortbow (5#) and not thanks to our duel-oriented weapon set. If for some reason anet should decide to nerf shortbow 5 to 300 range thief would instantly kicked from every game mode.
It’s like mesmer 1 years ago when it was a portal bot, you bringed mesmer only for portal, now thief is the same with 5 of shortbow.
I don’t see why these issues are mutually exclusive. I agree that our shortbow is what’s keeping us competitive in PvP, but wouldn’t you like to be something other than a +1/decap bot?
(edited by blarghhrrkblah.3412)
Well OP does have a point, it’s been kind of a riot here. And this is coming from a thief main. I just say we wait till Tuesday and if things aren’t better then that’s when we have permission to start sacrifices.
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I dont think SB#5 is the problem, even S/D can take shortbow…
So this is actually the problem that Nocta was talking about. Our combat styles (s/d d/p soon-to-be staff) don’t affect our ability to take shortbow. So if we have a weaponset that is able to fight people 1v1 AND our shortbow, then no point with fewer than 2 people on it will be safe from us.
In essence, taking a duel-oriented weapon set (if it existed) doesn’t detract from our ability to be across the map.
- feline grace should work like before nerf but only on succesfull dodges
Personally, I’m not sure about balance on this, but having things work on evade just doesn’t really feel good. I would like to just have it be returned to its original state (unlikely as that may be).
- inf return should be instant and breakstun
I didn’t play thief when this was a thing, but that just sounds really broken.
- lacernous strike should steal 2 boons
I think this is reasonable.
- flanking strike unblockable
I think this is ok actually…it gives us a way to counter blocks while still be susceptible to dodges and blinds.
Toker thinks its maybe viable… as i said…he didnt practice it with team or in leagues yet, but he thinks maybe it is and even then, that is definitely not with using staff..My guess is it wont be when they finally get down to it,. but lets say it is.
So we get expansion that brings “maybe” a viable pvp spec, that aint even using the weapon we get in expansion. whooptidoo!!
PvE ppl tested and it did less damage than dagger/dagger(thank god), my guess is it wont be used in meta pve at all, unless some gimicky fight.
Kinda disgusting when you look at what other classes get.
So really it is a pointless and useless specialization as it is now.
Well keep in mind that the weapon is brand new (and being actively worked on) so it’s hard to say whether or not it’s viable. As for PvE…it’s hardly fair to compare a weapon built for survivability to compete with a set built for raw damage for DPS. Of course D/d will win that one. It doesn’t mean that it will be the best for raids, since there may be a lot of attacks that we have to avoid with a combination of weapon evades and dodges.
And no…it’s not really disgusting when you compare to other classes because (at least in PvE) we’re still going to be one of the top damage dealers. I haven’t played DrD yet though so I will reserve judgment on viability in PvP. One point of jealousy that I am having, though, is that Revenant looks like it is just as fast as Thief is.
Actually, I’ve played thief for 37 hours. Anyways, you seem to be completely ignoring my point, so I guess I’ll just leave since apparently no one here wants to be constructive. Overly negative forums (such as this one) are extremely predictable, boring, and no fun, not to mention no help to anyone.
You’ve played 37 hours compared to the thousands that many here have poured into this class.
Anyway, I’d like to address some inaccuracies in your post. It is true that there is a lot of negativity here (an issue that I’d like to see addressed), but it’s definitely not true that there is no constructive feedback going on. For you to just come in here and tell us that we’re not trying to make things better just feels like a huge slap in the face.
I’ve accepted that thief isn’t a real profession anymore. You should too, OP.
Now you’re just being melodramatic. Thief is still competitive…just not in the way most of us would like.
#BELIEVEINKARL
/15characters
It would be fine if they just plain heavily moderated the most egregious offenders and actually communicated with us.
However, in order to moderate the thief forums someone would have to actually read them in the first place
Well, as someone mentioned before, they clearly read the forums because revenant exists xD
I’m human and I get frustrated like anyone else. There’s plenty of other posts (and threads) where I deliver completely constructive, on point feedback
And as fun as it might not be to deal with, this level of pent up bitterness and frustration from people is kind of to be expected. It should not be used by development as an excuse to remain silent on the forums (that’s a lot of what caused said feelings in the first place), especially when there’s still so much constructive feedback to be found in places like the BWE3 thread.
Fair point, but let’s just keep our rants contained in dedicated rant threads, rather than have it bleed into feedback threads.
This times a thousand pretty much. Daredevil has tremendous potential, if actually iterated on. Unfortunately, it seems as if it will go live in what feels like a very underdeveloped state. If Karl would open up and share some of the plans on what he plans to fix post-launch, it would go a long way to assuage people’s concerns. As is, it seems impossible to get a word on things which are near-universally agreed upon.
We’ll have to wait and see in the BWE and release about how things actually are. I agree there are some fairly glaring issues, but I also think that Karl and co are waiting for after the next BWE before they do more changes. After all, by this point, any further changes will be too late to make it into BWE.
Regardless of what happens, it’s important for us to remain calm. Voicing our criticisms is fine, but when it becomes straight up insults and witchhunting, all of our credibilty is destroyed.
Well hey, that’s not completely fair. It was only really since June 23rd that thief got really bad. Before that, we were still able to fight people.
Hence why it took many of us so long to get the picture. Things were decent before, which masked the inattention and lack of passion for Thief that, honestly, has been there from the very beginning. Now it’s absurdly obvious because they aren’t even trying to hide it anymore.
That’s a pretty steep accusation. Sure we’re not treated the best, but look at necro and ranger. Not to mention, everyone’s general attitude toward Karl isn’t going to encourage him to communicate with us when what’s most likely to happen is you guys flaming him. The forums are supposed to be a place for discussion, not flaming whoever is responsible for whatever. Invariably there will be decisions made that will make people unhappy. Invariably, there will be no decisions made at all. It’s hardly fair to say that that is exclusively the fault of our dev. You don’t want to deal with it anymore, then that’s fine, but yelling about “he who knows his name” or whoever isn’t going to bring about any positive change.
You cannot argue with thieves who don’t realise how many builds they have forced out – both in the past AND present.
There’s no arguing that needs to be done. Thieves are like the veterinarians of Guild Wars 2. They are there to put those fragile builds “to sleep” as painlessly as possible. Because if a build cannot survive a Thief in the current game, it is going to get brutally slaughtered when it goes against the other professions.
Thieves are like the first boss in Ninja Gaiden.
If you can’t survive against him, you’ve got no business playing the game any further. It only gets worse from there. And he’s your friend, he’s only trying to help.
Be that as it may, forcing builds out of the game through sheer hard counter is hardly healthy. Remember, we want to promote build diversity. I think having one class, even if it’s my class, be the gatekeeper for PvP is just not good for the game mode as a whole.