Make IP dodge able and all engis specs will be balanced overall.
I would tend to agree with your points Sizer and probably the best options avalilable since a really solid Observer Mode seems unworkable. PvP needs spectators to thrive – generates new interest, ups the skill level of player base and even helps in balancing (broken things being picked up by huge numbers forces the issue and ANet have to react faster – if you had 1000s of viewers watching the number of deaths by Air+Fire proc and shouting at the time of it happening this kitten would hopefully have had more attention – anyone who thinks Fire+Air is balanced needs to go check to see if they complained about Dhuumfire).
Making viewing PvP a better and more engaging experience is definitely something to support.
kitten SBow.
Haha, mesmer complaining about thief sbow is so 2006 xD
In any case, Air+Fire is just one of the problems we’re facing right now.
If you dodge what needs to be dodged, you can reliably beat a Guardian with oy Shortbow equipped.
Which will take at least about 3min or so, which in a spvp situation means the guard can hold the point or neutralise it which you can not and from a team perspective this means the guardian wins.
On top of that guardian AoE boons and AoE burning only get better with more people around.
And do not get me started on aegis and aoe retaliation…
And if the guardian is not braindead and knows how to use LoS and “outranges” you in a duel situation you will never kill him.
But in sPvP you should never engage in a 1v1 as a thief, unless against a mesmer or a weaker thief.
I was talking merely from a dueling PoV.
A mediguard is almost useless in tpvp anyway. They become good only when the thief in the other team stubbornly tries to 1v1 them and end up using all their utilities to stay alive or, even worse, dead.
Mediguard as good burst, but the Cd of this burst is too high to make it reliable. Plus, in team fights they melt really fast if focused and have a very hard time disengaging.
Believe me, I know that admitting you are “useless” against a certain spec hurts your ego, but in no way this means the game is not balanced.
Also, from a thief PoV, I would rather complain about celestial classes and turret engis. Those are indeed pure cancer
If you dodge what needs to be dodged, you can reliably beat a Guardian with oy Shortbow equipped.
Can’t check the build, but I’d say zerker armor, Knight rings and other trinkets zerker, with 20066 and SB as secondary set is a really fun spec to play. I use it from time to time in pvp and it’s entertaining ad hell!
Single wielding is very viable, trust me.
Check videos in signature for proof
Sometimes, people like to measure the length of their stick.
I love to turn those people egos from kilometres to millimetres.
After beating a mediguard in a 1v1 server:
“seriously noob? Spamming with Shortbow?”
You can see proof of the existence and occurrence of the dodge bug if you watch the 1v1 video in my signature. At around minute 8:30, you will see me (fighting with only pistol) against a DP Asura thief.
My enemy pops Basilisk Venom, then proceeds to teleport to me and uses Black Powder meanwhile. I dodge the bullet that he fires me, however I still get hit (and stunned) by it. Not only that: my endurance is still used in the process, meaning that the game actually “registered” my dodge.
Thief has never been used in the tpvp gametype ad a 1v1 spec.
A thief should NEVER engage in a 1v1, unless against another thief or a mesmer or a very, very bad player. The utility a thief provides to a team is what makes it really shine. Having the enemy team constantly alerted as to where the thief is, having the home point defender NEVER leave home because of the fear of a decap, having innate survivability thanks to “spammable” ports. Plus, the utility to help with downed targets (poison+interrupt on rezzers) and allied downed (stealth + interrupt stomper). All these are really valuable tools that, in the hands of a good thief, can really carry a team.
I’ve had matches that I won after not downing a single person by myself because they were all tank specs, but through good map awareness, quick decappings, and help on downed, pur team always had the upper hand on the enemy.
As I said, most thieves in pvp were horrible players that were carried by an insanely easy spec to play for a thief, especially in a meta were zerkers were still around. By having more thieves around, if you managed to get the jump on the enemy thief, you would have a great advantage over the enemy comp in a team fight. Now that there are less zerker specs because everyone rerolled to kitten engi or kitten Ele, you have to play a lot smarter than before to be effective. The lack of thieves only means that players like to play braindead specs.
I wrote a long post but the forums got dizzy and lost it.
Won’t type again, but Trotsky, just know this: S/D is now a BALANCED set. Before, it was not.
You want damage? Go CS. You want survivability and sustain? Go Acro. You want utility? Go Trickery.
Your choice. You can’t have all 3 together anymore.Also, I won’t brag about my experience but trust me that I have plenty, and most top players agree with me (such as all 55hp monks).
Lollllll, you must think D/P thief is crazy OP if you think S/D is now “balanced”…. Or are you going to make the argument that S/D is as good as D/P…..
D/P (regardless of the spec used) has always been inferior to S/x specs, especially in 1v1s.
If you lose to a D/P when playing Acro+Trickery S/x, you got outplayed hard.
It’s ok, I’m a bad thief, I clearly don’t know how sword works, I clearly am talking about WvW against uplvlds, and I clearly am clueless as to the sword issue.
I wrote a long post but the forums got dizzy and lost it.
Won’t type again, but Trotsky, just know this: S/D is now a BALANCED set. Before, it was not.
You want damage? Go CS. You want survivability and sustain? Go Acro. You want utility? Go Trickery.
Your choice. You can’t have all 3 together anymore.You couldn’t have all 3 of those lines together to begin with, since we only have 14 trait points.
Yes, but your initial burst with Steal+Larcenous Strike+1-2 auto+Double sigil procs could easily oneshot an enemy zerker player (4-5k LS, 3k double sigils, 4k autos, 2k steal).
Without LS, the only way you can get those numbers again is if you go into CS
I wrote a long post but the forums got dizzy and lost it.
Won’t type again, but Trotsky, just know this: S/D is now a BALANCED set. Before, it was not.
You want damage? Go CS. You want survivability and sustain? Go Acro. You want utility? Go Trickery.
Your choice. You can’t have all 3 together anymore.
Also, I won’t brag about my experience but trust me that I have plenty, and most top players agree with me (such as all 55hp monks).
Some of you need to relax. The black powder nerf really doesnt affect d/p thieves in the slightest. NOBODY stands in the black powder longer than 1/2 a second, unless immobilized. The nerf mostly affects PvE, even then its really not that bad. The only substantial nerf is the initiative increase for FS, so it isnt as spammable, even that isn’t nearly as class breaking as some people think it is.
The only major problem with the thief class is most people’s dependence on s/d and flanking strike spams
Agreed.
Just watched a game on Hiba’s stream on skyhammer. He kept pulling off people the whole match.
Was hilariously fun as the enemy team had 3 warriors in it, but still, it’s a kittened way of winning.
I think most of the thieves out there were really bad players who didn’t know how to play this class and just played thief due to Sizer’s popularity and easy build he was using.
Now that it’s a tad harder to be effective as a thief, most of these players have rerolled to other professions.Nonsense.
You clearly don’t play thief, or at least didn’t play it prior to the patch.
They played the build because it was good at what is it was doing. Now the S/D has been nerfed into oblivion and is HUGELY more difficult. It’s not a tad harder to be as effective as before….. It’s impossible to be as effective as before. It’s not because thief attracted noobs (certainly not more than any other class, there are TONNES of easier classes and builds to play effectively than S/D for goodness sake..any warrior, d/d ele, turret engi, MM Necro, Bunker Guard, Spirit Ranger etc etc are all much easier builds to play and are more popular than S/D ever was)I think the fact that the top players in the world are not using Thief anymore just shows the class is kittened beyond recognition these days.
No. S/D is a “tad” harder. Your inability to precast LS before a fight is the reason why players like you are complaining all over the place about their “supposedly” broken build. I often play with only one weapon just to show how easy it is to play an Acro+Trickery build.
You say that “heh, I don’t do enough damage to kill people fast1111111”. I say: then stop playing Acro+Trickery and go back to Critical Strikes+Trickery or Critical Strikes+Acro.
You just cannot do insane amount of damage with ONE skill anymore. I’d say that current S/D is one of the most BALANCED sets in the game: you still do damage, but your burst is lower than before – however, your survivability is great, and your mobility is the best in the game.
I see thieves who miss steal on Guardian using Shelter. I see thieves using Steal when Blinded. I see thieves who dodge when the enemy engi is using Gear Shield.
ALL these players are bandwagoners who jump from class to class, depending on what’s “fotm” and what’s not.
Of course I don’t put “old” S/D thieves on the same plane as D/D Eles or Turret Engis or Ham/Axe Bows, as AT LEAST it required some brain power to do something with it. However, this doesn’t change the fact that the set was WAY too powerful and that the nerfs it got, even though they weren’t what I personally had changed, were done rightfully.
If YOU cannot play a spec it does not mean that the spec itself is unplayable.
IN ANY CASE, the Steal bug was a major issue that I have been fighting against since the July patch.
(edited by hihey.1075)
I think most of the thieves out there were really bad players who didn’t know how to play this class and just played thief due to Sizer’s popularity and easy build he was using.
Now that it’s a tad harder to be effective as a thief, most of these players have rerolled to other professions.We’re talking about a $50K tournament. I don’t think a team will bring a “really bad players who didn’t know how to play this class.”
…and exactly because it’s a 50k tournament, a lot of people would sign up for it “just for trying, you never know”.
;)…and exactly, thief isn’t even viable anymore or you would see thieves in the tournament. thanks for proving my point.
I think you misunderstood me. My previous reply was to show you that BECAUSE this tournament rewards players with money, a lot of players signed up for it.
This “a lot of players” includes also those players who PREVIOUSLY were playing thief (Sizer’s build) because it was a build extremely effective AND easy to play.
After the patch, this “a lot of players” have rerolled to other professions because thief has become too hard for them.
Before this patch, ANYONE who was mechanically ok could take up Sizer’s build and do well in a PvP match. After this patch, this is not true anymore. Hence, the reroll to other professions.
Not saying that thief is not viable anymore, it’s just that it’s not “FOTM” anymore. Also, Cheese Mode’s recent win of the ToL2 further emphasised this matter.
People already forgot that CM won despite TCG not playing in the finals. They only remember that CM won “without a thief”.
Good players are always viable. I’ll always welcome a good thief in my soloq team.
I think most of the thieves out there were really bad players who didn’t know how to play this class and just played thief due to Sizer’s popularity and easy build he was using.
Now that it’s a tad harder to be effective as a thief, most of these players have rerolled to other professions.We’re talking about a $50K tournament. I don’t think a team will bring a “really bad players who didn’t know how to play this class.”
…and exactly because it’s a 50k tournament, a lot of people would sign up for it “just for trying, you never know”.
;)
I think most of the thieves out there were really bad players who didn’t know how to play this class and just played thief due to Sizer’s popularity and easy build he was using.
Now that it’s a tad harder to be effective as a thief, most of these players have rerolled to other professions.
I would have put Infiltrator Return on an 5s timer instead of the current 15s. This way, you could not abuse the “stay there, burst, then go back”, because 5s is a too little time frame to do that reliably.
Do not push the discussion onto other topics. The stolen abilities are all great from a PvP PoV (Even the engi one is cool because you get chaos armor which helps a lot against engis because of blinds and cripple). This thread is for discussing the hidden “nerfs” on Steal (ie: bugs). Anything else should not be discussed here.
I know ima get told to l2p as soon as this goes up. Don’t really care because I do know how to play.
Rapid Fire is still OP
Why? I know that other classes can hit for the same damage-ish. I have a few examples.
Hundred Blades – You can’t move they can’t move lets hope no one else hits you (while you stand there next to them) and you have to be in the range of all the AoE in melee range. Oh by the way don’t get interupted it takes a few seconds for all the hits to land
Backstab – OK still in Melee range and dont get hit with AoE’s this one is more OP then hundred blades but if you see a theif chances are you ain’t gonna stand there and paint a sign on your back. A good theif will still hit you but if you move around he might miss.
Rapid Fire – 6k dmg in a second or less??? Yes lets use the reflect block argument. If you see it coming. 1v1 you might but if they come in halfway through a fight you are done. Lets dodge roll. in the middle of a fight you might have 1. he’ll be back off CD before you if the other fighter has not killed you by then.
Compared to staff ele is way different. Ele takes a lot longer to get to the same #’s of dmg that a LB ranger can get to in less then a second.
The other Burst skills you have to be in melee. if you + 1 someone you have to avoid the enemy. Rnager does not have to at 1500 range Lets be serious you can hit from about 1800. just because the skill has it’s red bar does not mean it can not do dmg. IN Battle of Khylo I’ve seen rangers hit bunkers at mansion from top of clocktower. Good luck getting up there before you die.
Oh?
You have a screen shot of this ranger killing you in a second?Here is one of thief.
I’ll wait for the ranger one shot from range you are talking about
Done without stacks (those 10 stacks are of accuracy and i got them after i took him down) and not even the bloodlust buff. Not even food was used (it was a tray of Chocolate Bananas that someone placed down before), and i only have ascended rings on my ranger.
The enemy was a lv80 thief.
(edited by hihey.1075)
Also, another thing.
As a thief main, i “feel” your pain. I, too, when the patch hit, was totally rekt by random rangers spamming autos/rapid fire. But it has ALWAYS been that way – this patch has only buffed Ranger’s survivability with the Signets buff, but you ALWAYS died if you got hit by a full Rapid Fire and 2-3 autos from max range.
Every zerker class has a hard time roaming now. With a thief, especially if SA specced, it was extremely easy to survive even if outnumbered. “Now”, because of the influx of new rangers, this thing may disappear, as it only takes ONE ranger to kill one thief fighting outnumbered.
Remember that you are NOT supposed to win a 1vX – merely surviving is good enough a result.
I’m not calling anyone a noob or anything (unless you are PD condi, ugh!), just follow the tips I’ve given you. And if you are being targeted by 2 rangers while out of cooldowns… just accept the fate that ANY other zerker class would meet.
I agree though that roaming now is really hard as a thief.
Really, the “only” difference now is that thieves get destroyed if they are focused by 2 pewpew rangers.
Same thing that happens to ANY other zerker class when another zerker joins the fight and gets the jump on them.
In 1v1, LB rangers are easily countered by any DP set.
Look at their Signets and guess if they have Sic Em.
Infiltrator Signet if you get Knocked back. Shadowstep if that happens again. Then you should have ANOTHER Infiltrator Signet if that happens a third time (ugh).
Stick close to them and interrupt the rapid fire with Headshot. Shadowshot if they use stealth skill to get some distance.
After their Rapid Fire and Point Blank Shot are used, they should be easy to kill.
If they pop invulnerability, use refuge to go in stealth. They won’t be able to “Sic Em” you if you use Refuge. Wait for the Invuln to go away and then backstab them with the long stealth you get.
If they go into GS mode, use Shadow Shot on the block so that their kick will miss, then just auto. Dodge Maul (easy). You can get hit by the GS#5 interrupt since it will only be a short daze if they hit you in the front (which they should do), just remember to dodge afterwards ONLY if they go for a Maul, since they can bait out the dodge with the daze and then use Maul after you are out of dodges because you avoided some stupid autoattack.
I’m having A LOT of fun playing Ranger now, because killing SA thieves is extremely easy now (regardless of the spec – be it PD or DP or DD). But that is only because they are clueless as to how to fight a Ranger.
I agree that it takes 0 skill to play (with only 2 days of playing zerker ranger I’ve already beaten other really good players on their main classes), but it’s fun. And it’s counterable.
And for those who don’t know me (not that you must know me anyway), my main is, and will always be, thief.
EDIT: as another guy pointed out, the Warrior’s stolen skill is a reflect which could come in handy. I’m not really fond of that as I play Trickery and as such I use my steal as another interrupt for engaging the ranger, but it could work for SA thieves. Just use it when you get “Sic Em” and reflect all their burst.
(edited by hihey.1075)
I’ll give a tip to all the SA thieves crying because rangers are “op”:
Interrupt the Rapidfire.
I DID post it on the bug section too, but it easily gets outdated as endless people keep reporting bugs everywhere every time there is something wrong with the game.
As I’ve written in the first post, this issue is appears even if you chain Flanking Strike+Steal!
Not being really fond of S/D I didn’t try it out in the video, but I guarantee that there’s a problem for that, too!
Not home on phone can’t see
I’m guessing you can’t stealth using HS steal?
If you use Heartseeker or Flanking Strike together with Steal, the steal will fail and will go on full CD without giving you any benefit.
Except for the fact that from what I’m seeing in the video, you’re still right next to the enemy, meaning it succeeded, yet will not give you anything to use in the F1 slot.
The only thing that “succeeded” is the teleport.
Nearly every viable PvP build makes use of the Trickery traitline. More specifically, this is what happens when you land a steal:
you poison your enemy;
you damage your enemy (2k approx);
you heal yourself (2k approx);
you gain 2 initiative
you gain vigor and rip 2 boons to your enemies.
you daze your enemy
you get a stolen skill
None of these things happened in my video, because steal “failed”.
Not home on phone can’t see
I’m guessing you can’t stealth using HS steal?
If you use Heartseeker or Flanking Strike together with Steal, the steal will fail and will go on full CD without giving you any benefit.
Yuo should reroll to dp.
Oh wait, you can’t even BP->HS->Steal into the enemy anymore.We should all roll condi mesmer and get done with this game, honestly
Wait wtf did they do to this?
First link in my signature
Almost lost a match because of this :/
Here is proof of the bug affecting the Steal ability after the most recent patch.
http://www.youtube.com/watch?v=kWjAfzvfQIQ
Apparently, every time you try using Steal while channelling a Heartseeker (reports says that it even affects skills like Flanking Strike+Steal), the Steal ability will fail, going on Full CD and without giving any of the benefits (outside of Thrill of the Crime) that it should give.
The reason “Out of Range”. Funny thing is that, when the opponent is ACTUALLY “Out of Range”, the Steal ability should go to kitten CD without even teleporting to your target. This is clearly not the case.
Please fix it Arenanet!
Here is proof of the bug affecting the Steal ability after the most recent patch.
Apparently, every time you try using Steal while channelling a Heartseeker (reports says that it even affects skills like Flanking Strike+Steal), the Steal ability will fail, going on Full CD and without giving any of the benefits (outside of Thrill of the Crime) that it should give.
The reason “Out of Range”. Funny thing is that, when the opponent is ACTUALLY “Out of Range”, the Steal ability should go to kitten CD without even teleporting to your target. This is clearly not the case.
Please fix it Arenanet!
Video is UP now. Going to spam it in most sections of these forums so that the devs get acquainted with it ASAP.
Yuo should reroll to dp.
Oh wait, you can’t even BP→HS→Steal into the enemy anymore.
We should all roll condi mesmer and get done with this game, honestly
Pistolwhip is fine for me. Heartseeker clearly isn’t, and the same goes for every thief I have asked this question to.
U miss steal every time you do heartseeker+steal
KITTEN IT!
CONFIRMED.
That’s the reason behind the insanely high number ot steal misses I’m currently getting.
Let’s hope this will be a huge enough bug to let them notice this. Making a video right now and posting it on the bug section ASAP.
After patch, still present.
Tried Steal 10 times on a Golem next to me. Got “Out of Range” 3 times. Still got teleported to it, but didn’t get bundle and all the other stuff (mug, SoH, BT, poison).
It looks even worse after patch.
It’s k, I got it three times in a row against the same turret engi that steamrolled anything. Didn’t even bother playing the third time, a-f-k and went to eat lunch.
It’s a joke that a turret engi can hold a point against multiple zerkers classes in uncoordinated games. I hate to break it to you, but in a large chunk of games you’ll have at least one team not on TS. It gets even worse when you get paired with randoms.
My issue with turret engis isn’t WHAT the do but HOW they do it. It is demoralizing watching a player sit there and auto attack, never dodge and often times win a fight where his turrets are setup or be a MAJOR factor in that fight. It’s bad for the playerbase because it’s like a virus. The bads that get rekt by turrets will switch to turrets and realize that it’s way too OP for how easy it is and keep playing it.
Of course turrets are good at holding points. They are designed upon it, and it is all they’re balanced for (and the reason why they’re mostly useless in other modes). That, and a ton of traits that are spent upon them (even too many, imho, and i think adding those grandmasters’ ones wasn’t a good idea balance wise).
They’re specialized tools that are good in doing a single thing, and that is holding points. Pile up many traits, and they end up being great at that.
As far as game mechanics and balance go, there is nothing wrong about it.
If something were to change, then they should be made less specialized – thus less strong at holding points, but able to do other things as well – and some traits should be removed, so that you can’t pile up all those effects. But that’s all.
Also, you can’t balance skills over the incompetence of bad players. No one would whine about endure pain blocking a burst, but if people rush blindly on points where there are turrets, then it is suddenly a problem?
No, if they do that, they deserve to be butchered. And learn from it.The issue is skill vs reward. AI has repeatedly proven itself to remove the required input on part of the user. There should be major sacrifices in efficacy when you choose something that is easy to play. If I’m forced to hit 4x as many buttons twice as fast to play a spec, why is a spec that hardly requires a pulse to play anywhere near effective as what turret engis are?
Because turrets would be useless otherwise, and everyone would switch to 4-kit engineers – that by all accounts, according to your point of view, should be the strongest spec in the game. Those, or elementalists’ conjurers. And warriors would end up being, like, bottom tiers. Unlike now.
And it isn’t like turrets aren’t already less efficient than other specs – as we already said before, they aren’t used in actual tourneys.
I would also add that if we must talk about rewarding skill…then we should redesign all the classes, not just turrets. But i admit i would laugh quite a bit, if that happens. Cause there would be a lot of tears from some popular classes.
Turrets shouldn’t be good in PvP PERIOD.
Same for every AI based build.
It’s just stupid. Trying to justify the turrets strength’s because “they are only good at this” is simply wrong.
You like AI builds? Make them effective in PvE, let the mobs take care of them.
IMHO, AI builds in PvP should be the least effective thing EVER. Even a rampager engi with rifle, goggles, battering ram and elixir R should be more effective than that.
Wait for the Confusion on Steal to wear out. Use Healing Turret to heal after that, which will cleanse the Poison and Bleed stacks and will get you back at full HP.
After that, dodge/block/blind their predictable CnD. Use Shield #4 when they are stealthed to reflect the projectiles if you are low OR use it to knock them off the refuge.
And don’t be picky about using Supply Crate: there is nothing “legit” about a PD condi thief.
Nice necro!
I don’t think the reduced knockback will solve the issues of this cancer.
Turrets are too resilient, do a lot of damage, and the engi can easily spec with bunker stats that the turrets will not be affected in the slightest, and they will still wear you down eventually.
Also, most turret are RANGED – they can be placed outside the point to do some insane damage on the people there.
Steal bug and getting hit “mid dodge” happen a lot to me…
Getting “out of range” “obstructed” when I’m right next to the enemy is quite common, and usually means a quick death to me. I mean, planning ahead “my steal would miss because of bug” it’s kinda stupid.
I don’’t know why they changed it either. It was so perfect before…
You enjoyed this disgrace for a build for too long already.
And I play mesmer as well, this change will benefit our class greatly.
You know that by connecting 3 dots you will always get a triangle, right?
Totally! :P
That’s still a triangle, dude
http://en.wikipedia.org/wiki/Degeneracy_(mathematics)#Triangle
No. With upcoming patch, Eviscerate is gonna be useless against any decent player.
I manage to JumpDodge almost 99% of the times, but I can tell you many aspects of it that most people do not know.
I mostly do it because it’s cool, BUT it has several drawbacks.
JumpDodging – PROs:
1) It lets you reach “unreachable” spots while fighting (see the Helseth’s video for example), as you Jump a longer distance (while dodging you move at max speed – that is, like OOC swiftness).
2) (debatable) it gives you more awareness thanks to the camera “rising” for a split second while you are in the air – I’m particularly fond of this, as it helps me with targeting among all the mess while I’m dodging.
3) It looks cool (but many people use macros for this, so it’s not all that much of a feat anymore).
Jump/Dodging – CONs:
1) If by ANY chance you make a mistake, you will not dodge the attack and will get punished;
2) If you are out of endurance, you will not dodge but you will STILL jump, making you more vulnerable to attacks (while jumping you cannot do anything for 0.5s)
3) You know those times in which you still get hit by an attack while dodging? If this attack lands an immobilize, you will be unable to do anything for the whole duration of the Immobilize, as even when the Dodge animation ends, you will still be considered “in air”, and as such, unable to use your skills (like teleport or invulnerabilities).
4) While jump/dodging, you can’t use your “instant” skills – you cannot use “steal” while dodging for example, because you will be “in air”, and as such, your “instant” skills won’t work.
Overall, I still ust it because it looks cool and it gives me a bit more awareness, but the amount of times I died because of it are noteworthy.
I suggest you stick to the normal dodge. Jump/dodging won’t make you a better player.