point of spvp is cap objectives and you can do it only out of stealth, so an evasive build is better than a stealthy one… imo
If you want to cap a point, make a guardian. They do it better.
If you to down people make a thief. Each class has thier role in spvp. Capping and contesting points is done better by other classes.
Downing people is done best by thieves.
Devs dont read nor care about these boards.
Better off posting in spvp forums.
I like the idea but what happens if someone loses power at their house or their internet goes out right before a match?
I know it’s rare, but it happens.
I know you don’t need traps to kill thieves on your Mesmer puandro. That’s my point.
To illustrate how easy and absurdly over powered your class becomes after removing stealth from a thief.
Traps need to be highly visible to the enemy. Both stealth and supply.
This would cause them to not be used in open field or 1v1. They would used at keeps and large Zerg battles where the enemy is forced through a choke.
Clearly anet didn’t pick up enough from Daoc.
I have not ran into 1 trap so far from the enemy while i played my thief for 3 hours after the patch. Although i did use them against thieves and tbe result was hilarious when they drop shadow refuge and it does nothing.
Only because most players are noobs and it takes them weeks or months to figure out what it takes you about 15 minutes to figure out.
As soon as people figure it out, it’s going to be bad.
Probably but the stealth traps is a bandly implemented bandaid “fix”
Agreed. I think you should post video of your Mesmer using this trap in 1vX vs thieves. I bet thieves will be free points to your Mesmer after hitting them with trap. You can also use your stealth to drop it.
I know traps work both ways, but I don’t want to play a game where dropping traps on solo thieves is how you win. I don’t want to waste my time removing supply from a Zerg over and over because it simply kitten es them off.
These traps are literally the worst idea brought to gw2.
They should work more like PN from Daoc. Highly visible to the enemy. This way the will only be useful in large Zerg battles at choke points. More of a defensive skill vs offensive.
I have not ran into 1 trap so far from the enemy while i played my thief for 3 hours after the patch. Although i did use them against thieves and tbe result was hilarious when they drop shadow refuge and it does nothing.
Only because most players are noobs and it takes them weeks or months to figure out what it takes you about 15 minutes to figure out.
As soon as people figure it out, it’s going to be bad.
Yes, because removing supply from zergs gives you so much wxp!
This whole trap system is a complete fail.
EDIT: Despite what you may think. I don’t play to troll zergs. Sure, it this would be funny for about 15 minutes.
(edited by swinsk.6410)
Just remove the thief class from wvw.
It’s what everyone wants anyways.
No swinsk don’t go! If you go they (thief haters) win! We can’t let them win!
I could careless. I’m done argueing about this class.
It’s a lot less frustrating to just quit.
They didn’t even try to disguise this huge nerf. They added 2 traps. Anti-supply trap and anti-thief trap.
Any words I use to describe how I think about this patch would get replaced by kitten on these forums.
I don’t like the evasion thief. I prefer stealth.
Ill continue to spvp but I am not setting foot in wvw only to give free points to players with traps that kill my entire 30 points in shadow arts.
I’m tired of “adjusting” every patch and learning to play my class a different way. I just want to be able to login and have fun. I feel like my class is being persecuted. I used to play wvw almost exclusively until you nerfed revealed to 4s. Since then it has been all down hill for me and my fun in wvw. This patch just killed it.
If these traps make it to spvp, I will quit the game.
Honestly, you really shouldn’t be stepping on the trap in the first place. it’s very obvious where its at except vs thief mirrors. Further, even if you do happen to step on it. Disengaging for 30s then reengaging wouldn’t be particularly difficult. Even if you don’t reengage, you just cost them 10 supplies, 15 badges and 500 karma. Which is arguably a higher cost than actually dying and repairing is.
What happens if someone sets a trap while your not around and roams that area and kites the thief into that trap?
It’s not like we can see it on the ground.
People will get smart with the trap. I think it’s pretty obvious if an ele pops mist form to drop one of these a thief isn’t going to run into it on purpose, but if someone sets a trap before hand how a tra kitten upposed to be set and not during the middle of combat, then yea it will be very useful.
Thief vs. Thief, this trap will be a fight winner unless you are evasion built and don’t have any stealth.
Shadow arts is freaking useless in wvw.
I am very frustrated with this and recent changes to thieves in general. I may be taking extended break from gw2.
Screw ANet and all the QQers who ruined my class.
Alright! Time to spend my 150 badges + 5250 karma! 10 thieves sure are worth it!
>_>Really?
You only have 150 badges and 5250 karma? Did you just start wvw yesterday?
I have over 1000 badges and 927000 karma.
Seriously, this trap cost 15 badges and 500 karma. It’s cheap as anything.
I could accept that argument if the trap itself cost 150 badges and 5000 karma for just one trap.
I’m pretty sure classes like ele and engi can easily set these by casting the trap first then hitting elixir S or mist form or whatever invuln they have to avoid damage. Warriors can pop endure pain. Avoid all damage while setting this trap.
This is going to get stupid fast IMO.
This is possibly the worst addition this game had ever seen.
It was never meant to target the veil Zerg.
Clearly meant to target solo thieves in wvw.
Any solo player can easily drop it in a 1v1 battle.
Soon all roamers will be carrying them and shadow arts will become pointless…
Anet has just forced all thieves to drop stealth in wvw because it too much risk to run into one if these traps.
Good job anet! I tried to warn you. Further removing any build flexibility thieves once had.
Thieves who think they can’t do well without stealth have no clue how good Sword’s Infiltrator Strike + Shadow Return are.
A class that can always have a pocket teleport out + stunbreak + condition removal all on their weapon without any cooldown and at a low initiative cost. It’s amazingly good and why I have no clue why more thieves don’t use it … other than ignorance or personal taste.
I can’t fault the latter, but the former is abound.
The teleport is only 600 range. Return has no limits but to use that you have use something else to run.
The best defense we have is stealth, not IS. Sure, IS is a great ability but it is not the answer to 30s reveal.
Not even sure why you keep posting in these forums. You never have anything positive to add. All you do is qq.
Melee rangers can beat most theif, guardians, ele’s, and of course the number one 1v1 class, Mesmer.
This is huge nerf to thief in wvw.
Glad I don’t wvw much as it is…
What about a shout warrior that isn’t gc? Prob outlast you and do more damage!
Highest backstab from this build I’ve seen is like 14k in spvp. I imagine I could hit close to 20k vs a frenzied gc warrior.
Only problem is you literally have no defense. If you can’t shortbow out you are pretty much screwed.
It would make sense if a bundle was a stolen item. Anything else makes no sense since the trait is based on steal.
You can drop residual and add venomous strength. Drop 1 signet and add devourer. Gives 19 might instead of 20. The immob will work against stability classes.
I’m trying to figure out how to get improvisation in there. If a stolen skill counts as a bundle that’s an additional 10% damage. Sometimes it replenishes your signets which is pretty sweet.
3 diff answers lol. Could someone from anet clarify?
10% increased damage when holding a bundle
What is a bundle? Is that a stolen skill?
I just tried it in spvp and it wasn’t too bad. I feel like it can maybe be tweaked a little trait wise, but if you land backstab before the might stacks wear off it hits hard.
Who said thief was broken in the first place?
Ogre runes are pretty good too.
Makes sense. I’d agree with you but I’m not anet!
LS is better boon removal tho.
Ill give it a shot. I already have the gear for wvw. I’m guessing its just might stacking with popping signets.
Going to try it in spvp first tho.
No. I personally don’t have a problem with the animation as is. Just my opinion tho.
Sure post it. I’m looking for more of burst for spvp.
I really like bursting people down in spvp but I tried my burst build after patch and laughed as it only took a p/ d thief to 70%…
Edit: just wanted to add my current build is 0/20/30/20/0, running d/p and s/d. It works well but bursting it does not do.
(edited by swinsk.6410)
I haven’t got much if a chance to play since patch due to recovering from a surgery.
I can maybe stand playing for 30m-1h at a time.
I loved burst before patch. What have thieves done to compensate for mug nerf?
Are burst thieves running the same build but just eating the nerf or is there a new build/trait setup?
u guys think D/P will get busted next?
if so what should change?Being able to run away from anything is silly.
Well, in WvW that upscaled staff ele running in a big enough blob can’t really die to anything either.
I don’t mean to be condescending or negative, but you nane cracks me up every time I see it. If you were truly a master of time and space you wouldn’t complain about any class ever!
Thieves have been able run away from anything since beta. Pretty sure anet designed them this way on purpose. That’s what it means when anet says “slippery”.
Honestly, I know you play a Mesmer and that’s one of the best classes in the game.
Why does it matter if a thief runs from you? You can kitten every other class in the game and now have the highest burst dps in game.
I am tunning s/d + d/p. That nerf to shortbow was brutal…
Although I’ve only got to play a for like 3hrs since patch.
Sebrent died to a thief.
The point I was trying to make isn’t about which skills are affected or how many skills.
We all know any anti stealth is directed at thieves because we have entire trait lines based around it. It’s how we survive. Mesmers have clones to distract and only need thier stealth in situations. Thieves need it to active most of thier abilities.
Anti stealth is an attempt to directly single out the thief class and punish them in wvw.
That to me is a bad road to go down.
I’d he ok with anti-heal field or anti stun break field, because it affects all classes. Anti stealth affects thieves the most and barely does anything to rest of the classes that have access to stealth because stealth is not thier primary defense.
I played a got join of noobs and won with 345 points. Mostly kills.
I joined a custom arena with all good players some rank 50+. I got like 30 points.
Thieves are not overpowered.
Sir Vicents elaboration was correct. I am not in a long response mood as of late.
Again, I am an entry level player to GW2, only recently getting into the PvP scene
That is why you make kitten posts like this.
Answer to everything you wrote is, no.
I’ve always thought cnd should be unblockable. Not sure about the rest tho.
I doubt this would ever happen. People would cry rivers because thieves received a buff to a stealth skill.
I can’t believe people are feeding this kitten idea. This is probably the dumbest idea ever suggested.
If thieves get punished for failing a skill then so should every other class.
So if thief gets revealed for missing bs warriors should get a 4s cool down on thier auto attack when they miss. All classes should.
Besides, the fact that thieves can spam bs until it lands in no way makes then over powered or gives them any unfair advantage.
While in stealth, our unique stealth skill becomes our auto attack.
Why are so many noobs making kitten threads like this?
Removing revealed would make us OP in pve and spvp because you could avoid all damage while landing bs over and over.
Traps need to be compensated for a different way or traps need to target more than just stealth so that other classes are penalized as well.
Shouldn’t you be pairing this in bug form like the other 1000 posts about this?
I’m pretty sure anet knows about this and quite possibly will get fixed in the next patch since anet said the next patch was a bug fix patch.
If its not fixed after next patch, it would be safe to assume its working as intended.
MissMisery: Stealth is unique to the thief. If you called our stealth by a different name, lets say, invisibily, then you can accurately say that invisibly was a class me mechanic. The fact remains that no other classes besides the thief has traits, attacks, builds, etc, that all require stealth as a prerequisite. Other classes can use stealth, but none are required to use it to activate abilities like we are. That makes stealth a class mechanic for thieves.
TheGuy: I agree with everything you said except the part where you started taking about nerfing thieves. I don’t think thieves can withstand anymore nerfs. I propose we take a look at other classes or pick one class and give them some better ways of dealing with thief mobility. Obviously, not an over night fix. In my opinion, thieves should be where they at in wvw. We are not as useful in Zerg battles as the rest of gw2. Our only function we excel at is roaming and staying mobile and picking off the people we can in the process. There are plenty of classes and builds thieves cannot kill in wvw.
There are some good arguments here started by the OP, but the OP clearly has no clue about thieves or this game if you try to compare signet of agility/dodge rolling to mist form…
Full burst thief in wvw in dumb. Sure, if you find a 1v1 AND you get the jump AND they don’t react quick enough AND it’s not a class with passive immunity at 25% you will down the player.
Note, I said down. Stomping the player is even harder than downing the player.
Hey guys … you know NOTHING about the traps. Calm down. The thief forums have enough overreacting as it is. Another thread on this subject isn’t doing anything.
This isnt about how the traps work. Simple fact it’s called anti-stealth trap is enough to know its meant to target thieves stealthing.
Any kind of trap targeting a specific skill of only one class is a bad thing. Sure, other classes have access to stealth, but they don’t rely on it like we do.
In any kind of implementation it will cause thieves to stay away from them.
You obviously never played Daoc with prescience nodes.
I stopped reading when you compared mist form to signet of agility.
Last I checked signet of agility does not allow you to stomp someone while taking no damage.
Are you sure you play gw2?
The point of this thread was to let anet know that they are going down a road that is forcing a class to play a certain way.
Which IMO is a bad idea.
Why isn’t there any anti invuln, or anti clones, or any other anti skills for other classes.
Anet clearly making another change to satisfy people crying about thieves.
I really wish anet would just tell the public to stop complaining about stealth and l2p. As a none thief I’ve never had a problem fighting thieves because I understand how they work and move in stealth.
Maybe anet should implement anti-heal fields or anti-stun break fields. That way all classes are affected and not just one class.
The main complaint people have about thieves in wvw is the fact we are king of roaming. People have never complained about thieves in Zerg battles.
The more anti stealth you add in this game the more you are going to force thieves to roam and avoid Zerg battles.
Anti stealth makes thieves useless in Zerg battles due to not having any other defenses.
I come from Daoc where there is plenty of anti stealth. Stealth classes are completely useless in that game in big Zerg battles due to all the anti stealth and lack of other forms of defense other than stealth. They are truly a solo/roam class.
If you go ahead with these changes you will be forcing thieves out of big Zerg battles and more into small skirmishes roaming. People will still complain about stealth just as much.
I personally do not see this as good thing for any mmo. I do not like the idea of forcing a class to play certain way. If you want to Zerg with a thief, you should be able to do so. If you want to roam, you should be able to do so.
Thieves already suck at zerging, these changes will make then completely undeservingly in Zerg fights. The only useful skill we will have is blast finishers for buff stacking.
Thieves are fine in wvw. We are the best roamer but not the best zerger by design. Most are ok with that.
I don’t like direction you are going in for wvw with thieves. After these traps go in we won’t be able to near anything that is slightly defended. We will be forced to roam the outskirts.
I won’t be able to play the game for at least 2 months so I can’t test out current changes. I am recovering from surgery.
This would be a nice addition to the class in exchange for anti-stealth.