Jump to content
  • Sign Up

Preview Balance patch -Thief


Sir Vincent III.1286

Recommended Posts

https://en-forum.guildwars2.com/discussion/96747/balance-patch-preview-global#latest

 

> @"Irenio CalmonHuang.2048" said:

> # Thief:

> _Thief pistol has been updated some to better smooth its gameplay and its associated trait (and harpoon gun's), Ankle Shots, has been replaced with a new trait - Deadly Aim, which causes attacks from those weapons to pierce, allowing for strategic movement and positioning relative to your foes._

>

> * Vital Shot: Updated icon of this ability.

> * Body Shot: This ability has been renamed to Bolas Shot, had its description and icon updated.

> * Head Shot: Increased the daze caused by this skill from 0.25 to 2 seconds, in PvE only.

> * Black Powder: Increased the radius of the area of blinding and smoke field around the thief from 120 to 180. Updated the description of this skill.

> * Ankle Shots: This trait has been replaced by Deadly Aim.

> * Deadly Aim (NEW): This trait causes your pistol and harpoon gun abilities to pierce, affecting up to five enemies, but reducing damage inflicted by those skills by 5%.

> * Trick Shot: Updated the description of this ability to better reflect its function.

> * Disabling Shot: Updated the description of this ability to better reflect its function.

> * Choking Gas: This ability now dazes foes on its initial impact rather than when they are above a poison stack threshold. The daze duration has been increased from 0.5s to 1s. Increased initiative cost from 4 to 6 in PvP and WvW.

>

> **Thief Bundles:** _We did a pass on all thief bundles and found several that were using some pretty old numbers. We've done a tuning pass on these to make sure that they feel impactful enough in PvE for both power and condition spec builds._

>

> * Branch Bash: Increased damage by 100% (0.75 to 1.5)

> * Elixir of Heroes: Reduced cast time from 1 second to 0.5 seconds.

> * Eat Egg: Reduced cast time from 1 second to 0.5 seconds. Increased initiative gain from 6 to 8.

> * Ice Shard Stab: Reduced chill duration from 10 seconds to 6 seconds. Increased damage by 100% (1 to 2)

> * Rusty Scrap Strike: Increased damage by 200% (0.5 to 1.5) Increased bleeding stacks from 3 to 6. Increased poison stacks from 1 to 3. Decreased duration of all conditions from 10 seconds to 6 seconds.

> * Shoot Rifle: Increased vulnerability stacks from 1 to 10. Reduced vulnerability duration from 15 seconds to 10 seconds.

> * Throw Coral Shard: Increased damage by 25% (1 to 1.25)

> * Throw Crystal Shard: Increased damage by 66% (0.6 to 1)

> * Throw Lava Rock: Increased damage by 300% (0.25 to 1). Decreased burning duration from 15 seconds to 6 seconds. Increased burning stacks from 1 to 3.

> * Throw Rock: Updated skill fact to show correct knockdown duration of 2 seconds. Increased damage by 50% (1 to 1.5)

> * Throw Scale: Increased damage by 200% (0.5 to 1.5) Increased bleeding stacks from 1 to 3. Decreased poison duration from 20 second to 10 seconds. Increased poison stacks from 1 to 3.

> * Tooth Stab: Increased damage by 166% (0.75 to 2) Decreased bleeding duration from 60 seconds to 10 seconds. Increased bleeding stacks from 1 to 6.

> * Use Staff: Increased damage from chain lightning effect by 50% (0.8 to 1.2)

>

 

Link to comment
Share on other sites

  • Replies 77
  • Created
  • Last Reply

Top Posters In This Topic

PvP Changes Preview

https://en-forum.guildwars2.com/discussion/96744/balance-patch-preview-pvp#latest

> @"Cal Cohen.2358" said:

> # Thief

>

> Weapons

>

> Short Bow

> * Trick Shot: Reduced power coefficient from 0.55 to 0.366

> * Detonate Cluster Bomb (Cluster Bomb): Reduced power coefficient per strike from 0.5 to 0.375

> * Disabling Shot: Increased initiative cost from 4 to 5

>

> Sword

> * Autoattack Chain: Reduced power coefficients from 0.6/0.6/1.3 to 0.4/0.4/0.866

> * Infiltrator's Strike: Reduced power coefficient from 0.75 to 0.5

> * Flanking Strike: Reduced power cofficient from 0.8 to 0.5

> * Pistol Whip: Reduced initial hit power coefficient from 0.37 to 0.01. Reduced stun duration from 0.75 seconds to 0.5 seconds. Reduced flurry hit power coefficients from 0.79 to 0.53. Increased initiative cost from 5 to 6.

>

> Dagger MH

> * Autoattack Chain: Reduced power coefficients from 0.6/0.65/1.1 to 0.4/0.433/0.733

> * Shadow Shot: Increased intiative cost from 4 to 5

> * Death Blossom: Increased initiative cost from 4 to 5

> * Backstab: Reduced base power coefficient from 1.2 to 0.9. Reduced flanking power coefficient from 2.4 to 1.8

>

> Pistol MH

> * Vital Shot: Reduced power coefficient from 0.575 to 0.383

> * Unload: Reduced power coefficient per hit from 0.4 to 0.27. Reduced might duration from 8 seconds to 6 seconds

> * Sneak Attack: Reduced power coefficient per hit from 0.36 to 0.3

>

> Dagger OH

> * Dancing Dagger: Reduced power coefficient from 0.6 to 0.45

>

> Staff

> * Autoattack Chain: Reduced power coefficients from 0.666/0.666/1.672 to 0.444/0.444/1.114

> * Weakening Charge: Reduced power coefficient per hit from 0.7 to 0.45. Reduced weakness duration per hit from 2 seconds to 1 second

> * Debilitating Arc: Reduced power coefficient from 1.0 to 0.5. WvW will now use the PvP initiative cost of 5

> * Dust Strike: Increased vulnerability stacks from 5 to 8

> * Vault: Reduced power coefficient from 2.25 to 1.82. WvW will now use the PvP initiative cost of 6

> * Hook Strike: Reduced power coefficient from 0.65 to 0.01

>

> Rifle

> * Brutal Aim: Reduced power coefficient from 0.6 to 0.4

> * Deadly Aim: Reduced power coefficient from 0.8 to 0.533

> * Spotter's Shot: Reduced power coefficient from 0.8 to 0.4. Increased immobilize duration from 1 second to 1.5 seconds

> * Double Tap: Reduced might stacks per hit from 3 to 1. Reduced power coefficient per hit from 0.65 to 0.5

> * Three Round Burst: Reduced power coefficient per hit from 0.55 to 0.5. Reduced might stacks per hit from 3 to 1

> * Death's Retreat: Increased initiative cost from 5 to 6

> * Death's Judgment: Reduced power coefficient from 1.65 to 1.11

>

>

> Heal

> * Skelk Venom: Reduced initial heal coefficient from 0.75 to 0.4. Reduced initial base heal from 4210 to 3578

> * Withdraw: Increased cooldown from 18 seconds to 25 seconds. Increased base heal from 4778 to 5243

> * Channeled Vigor: Increased cooldown from 20 seconds to 30 seconds

> * Malicious Restoration: Increased cooldown from 25 seconds to 30 seconds

>

> Utility

> * Smoke Screen: Increased cooldown from 25 seconds to 35 seconds

> * Pitfall: Reduced power coefficient of the knockdown strike from 1.25 to 0.01. Reduced power coefficient of the pulsing strikes from 0.5 to 0.3

> * Infiltrator's Signet: Increased cooldown from 30 seconds to 35 seconds

> * Haste: Reduced quickness duration from 6 seconds to 4 seconds. Increased cooldown from 30 seconds to 45 seconds

> * Roll for Initiative: Increased cooldown from 40 seconds to 50 seconds

> * Scorpion Wire: Reduced power coefficient from 0.5 to 0.01

> * Skale Venom: Reduced vulnerability duration from 10 seconds to 6 seconds

> * Bandit's Defense: Increased cooldown from 20 seconds to 30 seconds

> * Reflexive Strike (from Bandit's Defense): Reduced power coefficient from 0.75 to 0.01

> * Distracting Daggers: Reduced power coefficient from 0.55 to 0.25

> * Impairing Daggers: Reduced slow duration from 5 seconds to 2 seconds

> * Fist Flurry: Reduced overall power coefficient from 3.75 to 2.5

> * Palm Strike (from Fist Flurry): Reduced initial power coefficient from 1.75 to 0.01

> * Binding Shadow: Reduced power coefficient from 1.0 to 0.01. Reduced vulnerability duration from 10 seconds to 6 seconds

> * Shadow Gust: Reduced power coefficient from 0.4 to 0.01

>

> Elite

> * Dagger Storm: Reduced power coefficient from 1.0 to 0.4

> * Uppercut (from Impact Strike): Reduced power coefficient from 2.25 to 0.01

> * Finishing Blow (from Impact Strike): Increased power coefficient from 2.0 to 2.5

> * Shadow Meld: Reduced stealth duration from 3 seconds to 2 seconds

>

>

> Traits

>

> Deadly Arts

> * Lotus Poison: Reduced weakness duration from 4 seconds to 3 seconds

> * Mug: Reduced power coefficient from 1.5 to 0.75

> * Even the Odds: Reduced might and vulnerability durations from 10 seconds to 6 seconds

> * Panic Strike: Reduced poison duration from 2 seconds to 1 second

> * Potent Poison: Reduced bonus poison duration from 20% to 5%

>

> Critical Strikes

> * Assassin's Fury: Reduced might duration from 8 seconds to 6 seconds. Reduced might stacks from 3 to 2

> * Ankle Shots: Reduced cripple duration from 3 seconds to 2 seconds

>

> Shadow Arts

> * Merciful Ambush: Reduced revive percentage from 3% to 1%

> * Shadow's Rejuvenation: Reduced base heal from 293 to 219

>

> Acrobatics

> * Feline Grace: Reduced vigor duration from 5 seconds to 3 seconds

> * Endless Stamina: Reduced concentration from 240 to 60

> * Pain Response: Increased cooldown from 40 seconds to 60 seconds

> * Hard to Catch: Increased cooldown from 90 seconds to 300 seconds

> * Instant Reflexes: Increased cooldown from 90 seconds to 300 seconds

>

> Trickery

> * Uncatchable: Reduced bleeding duration from 3 seconds to 1 second

> * Lesser Haste (from Burst of Agility): Reduced quickness duration from 6 seconds to 3 seconds

> * Bountiful Theft: Reduced number of boons removed from 3 to 2

> * Thrill of the Crime: Reduced might duration from 10 seconds to 6 seconds

>

> Daredevil

> * Weakening Strikes: Reduced weakness duration from 3 seconds to 2 seconds

> * Escapist's Fortitude: Reduced base heal from 456 to 150

> * Pulmonary Impact (from Impacting Disruption): Reduced power coefficient from 2.0 to 0.75

> * Lotus Training: Reduced power coefficient from 0.1875 to 0.0625. Reduced bleeding duration from 4 seconds to 1.5 seconds. Reduced torment duration from 4 seconds to 1.5 seconds. Increased bonus condition damage from 10% to 15%

> * Bounding Dodger: Reduced power coefficient from 1.33 to 0.5. Increased bonus damage from 10% to 15%

>

> Deadeye

> * Payback: This has been unsplit and will use the lower (20%) recharge value in all modes

> * Premeditation: Reduced concentration from 180 to 60

> * Be Quick or Be Killed: Reduced quickness duration from 4 seconds to 2.5 seconds

> * Maleficent Seven: Reduced might duration from 10 seconds to 6 seconds

> * Fire for Effect: Reduced might duration from 12 seconds to 6 seconds

 

 

Link to comment
Share on other sites

WvW Changes Preview

https://en-forum.guildwars2.com/discussion/96750/balance-patch-preview-wvw#latest

> @"Cal Cohen.2358" said:

> # Thief

>

> Weapons

>

> Short Bow

> * Trick Shot: Reduced power coefficient from 0.55 to 0.366

> * Detonate Cluster Bomb (Cluster Bomb): Reduced power coefficient per strike from 0.5 to 0.375

> * Disabling Shot: Increased initiative cost from 4 to 5

>

> Sword

> * Autoattack Chain: Reduced power coefficients from 0.6/0.6/1.3 to 0.4/0.4/0.866

> * Infiltrator's Strike: Reduced power coefficient from 0.75 to 0.5

> * Flanking Strike: Reduced power cofficient from 0.8 to 0.5

> * Pistol Whip: Reduced initial hit power coefficient from 0.37 to 0.01. Reduced stun duration from 0.75 seconds to 0.5 seconds. Reduced flurry hit power coefficients from 0.79 to 0.53. Increased initiative cost from 5 to 6.

>

> Dagger MH

> * Autoattack Chain: Reduced power coefficients from 0.6/0.65/1.1 to 0.4/0.433/0.733

> * Shadow Shot: Increased intiative cost from 4 to 5

> * Death Blossom: Increased initiative cost from 4 to 5

> * Backstab: Reduced base power coefficient from 1.2 to 0.9. Reduced flanking power coefficient from 2.4 to 1.8

>

> Pistol MH

> * Vital Shot: Reduced power coefficient from 0.575 to 0.383

> * Unload: Reduced power coefficient per hit from 0.4 to 0.27. Reduced might duration from 8 seconds to 6 seconds

> * Sneak Attack: Reduced power coefficient per hit from 0.36 to 0.3

>

> Dagger OH

> * Dancing Dagger: Reduced power coefficient from 0.6 to 0.45

>

> Staff

> * Autoattack Chain: Reduced power coefficients from 0.666/0.666/1.672 to 0.444/0.444/1.114

> * Weakening Charge: Reduced power coefficient per hit from 0.7 to 0.45. Reduced weakness duration per hit from 2 seconds to 1 second

> * Debilitating Arc: Reduced power coefficient from 1.0 to 0.5. WvW will now use the PvP initiative cost of 5

> * Dust Strike: Increased vulnerability stacks from 5 to 8

> * Vault: Reduced power coefficient from 2.25 to 1.82. WvW will now use the PvP initiative cost of 6

> * Hook Strike: Reduced power coefficient from 0.65 to 0.01

>

> Rifle

> * Brutal Aim: Reduced power coefficient from 0.6 to 0.4

> * Deadly Aim: Reduced power coefficient from 0.8 to 0.533

> * Spotter's Shot: Reduced power coefficient from 0.8 to 0.4. Increased immobilize duration from 1 second to 1.5 seconds

> * Double Tap: Reduced might stacks per hit from 3 to 1. Reduced power coefficient per hit from 0.65 to 0.5

> * Three Round Burst: Reduced power coefficient per hit from 0.55 to 0.5. Reduced might stacks per hit from 3 to 1

> * Death's Retreat: Increased initiative cost from 5 to 6

> * Death's Judgment: Reduced power coefficient from 1.65 to 1.11

>

>

> Heal

> * Skelk Venom: Reduced initial heal coefficient from 0.75 to 0.4. Reduced initial base heal from 4210 to 3578

> * Withdraw: Increased cooldown from 18 seconds to 25 seconds. Increased base heal from 4778 to 5243

> * Channeled Vigor: Increased cooldown from 20 seconds to 30 seconds

> * Malicious Restoration: Increased cooldown from 25 seconds to 30 seconds

>

> Utility

> * Smoke Screen: Increased cooldown from 25 seconds to 35 seconds

> * Pitfall: Reduced power coefficient of the knockdown strike from 1.25 to 0.01. Reduced power coefficient of the pulsing strikes from 0.5 to 0.3

> * Infiltrator's Signet: Increased cooldown from 30 seconds to 35 seconds

> * Haste: Reduced quickness duration from 6 seconds to 4 seconds. Increased cooldown from 30 seconds to 45 seconds

> * Roll for Initiative: Increased cooldown from 40 seconds to 50 seconds

> * Scorpion Wire: Reduced power coefficient from 0.5 to 0.01

> * Skale Venom: Reduced vulnerability duration from 10 seconds to 6 seconds

> * Bandit's Defense: Increased cooldown from 20 seconds to 30 seconds

> * Reflexive Strike (from Bandit's Defense): Reduced power coefficient from 0.75 to 0.01

> * Distracting Daggers: Reduced power coefficient from 0.55 to 0.25

> * Impairing Daggers: Reduced slow duration from 5 seconds to 2 seconds

> * Fist Flurry: Reduced overall power coefficient from 3.75 to 2.5

> * Palm Strike (from Fist Flurry): Reduced initial power coefficient from 1.75 to 0.01

> * Binding Shadow: Reduced power coefficient from 1.0 to 0.01. Reduced vulnerability duration from 10 seconds to 6 seconds

> * Shadow Gust: Reduced power coefficient from 0.4 to 0.01

>

> Elite

> * Dagger Storm: Reduced power coefficient from 1.0 to 0.4

> * Uppercut (from Impact Strike): Reduced power coefficient from 2.25 to 0.01

> * Finishing Blow (from Impact Strike): Increased power coefficient from 2.0 to 2.5

> * Shadow Meld: Reduced stealth duration from 3 seconds to 2 seconds

>

>

> Traits

>

> Deadly Arts

> * Lotus Poison: Reduced weakness duration from 4 seconds to 3 seconds

> * Mug: Reduced power coefficient from 1.5 to 0.75

> * Even the Odds: Reduced might and vulnerability durations from 10 seconds to 6 seconds

> * Panic Strike: Reduced poison duration from 2 seconds to 1 second

> * Potent Poison: Reduced bonus poison duration from 20% to 5%

>

> Critical Strikes

> * Assassin's Fury: Reduced might duration from 8 seconds to 6 seconds. Reduced might stacks from 3 to 2

> * Ankle Shots: Reduced cripple duration from 3 seconds to 2 seconds

>

> Shadow Arts

> * Merciful Ambush: Reduced revive percentage from 3% to 1%

> * Shadow's Rejuvenation: Reduced base heal from 293 to 219

>

> Acrobatics

> * Feline Grace: Reduced vigor duration from 5 seconds to 3 seconds

> * Endless Stamina: Reduced concentration from 240 to 60

> * Pain Response: Increased cooldown from 40 seconds to 60 seconds

> * Hard to Catch: Increased cooldown from 90 seconds to 300 seconds

> * Instant Reflexes: Increased cooldown from 90 seconds to 300 seconds

>

> Trickery

> * Uncatchable: Reduced bleeding duration from 3 seconds to 1 second

> * Lesser Haste (from Burst of Agility): Reduced quickness duration from 6 seconds to 3 seconds

> * Bountiful Theft: Reduced number of boons removed from 3 to 2

> * Thrill of the Crime: Reduced might duration from 10 seconds to 6 seconds

>

> Daredevil

> * Weakening Strikes: Reduced weakness duration from 3 seconds to 2 seconds

> * Escapist's Fortitude: Reduced base heal from 456 to 150

> * Pulmonary Impact (from Impacting Disruption): Reduced power coefficient from 2.0 to 0.75

> * Lotus Training: Reduced power coefficient from 0.1875 to 0.0625. Reduced bleeding duration from 4 seconds to 1.5 seconds. Reduced torment duration from 4 seconds to 1.5 seconds. Increased bonus condition damage from 10% to 15%

> * Bounding Dodger: Reduced power coefficient from 1.33 to 0.5. Increased bonus damage from 10% to 15%

>

> Deadeye

> * Payback: This has been unsplit and will use the lower (20%) recharge value in all modes

> * Premeditation: Reduced concentration from 180 to 60

> * Be Quick or Be Killed: Reduced quickness duration from 4 seconds to 2.5 seconds

> * Maleficent Seven: Reduced might duration from 10 seconds to 6 seconds

> * Fire for Effect: Reduced might duration from 12 seconds to 6 seconds

 

 

Link to comment
Share on other sites

> @"SoulSin.5682" said:

> I guess Shadow Art's managed to hide from ArenaNet this time.

>

> LoL at headshot 2 seconds stun at PvE.

>

> I am a little sad that PI got nerfed again tough. This skill already cannot crit, going from 2 to 0.75 is just sad.

> At least keep it at 1.2 or 1.0

 

They neither know the damage that PI makes, there is no other reason to that nerf: at this point it was worth canceling the trait and invent something new.

Link to comment
Share on other sites

Deadly Aim might be cool.

 

Aegis stripping Unload DD could just run in stealthed and gunning down a zerg's Aegis then running away, leaving their zerg to crash into the enemy hard.

 

And a Piercing Headshot could be pretty dangerous if used with Sigil of Absorption.

 

 

Link to comment
Share on other sites

@"Irenio CalmonHuang.2048"

 

Looks fine, but I don’t see much consistency when the overall notes said condi durations would be buffed and then the only major condi change for Deadly Arts in PvP involves nerfing the duration bonus to poison.

 

Also, the recent change to make Deadly Ambition trigger off dual abilities missed the newer flip skill for P/D which is not labeled as dual and limits the maximum triggering of this trait to once per 4 seconds (the lockout period). Will this inconsistency be addressed or is this limit intended to continue during the big nerf balance shakeup?

Link to comment
Share on other sites

After the path the total sum of initiative cost from s/p skills will be 21. I know pistol whip is annoying but this is a really bad way to balance overused weapon skills, they should really redesign the s/p dual skill rather than make the entire set overpriced in initiative making it so that a 1 button play style is guaranteed if anyone bothers with it post nerfs.

Also why the nerf to impacting disruption? By their own admission skills are suppose to ether do cc and low damage or high damage but apply no additional effects, so then why nerf pi when the only purpose of the trait is do do damage? What will be left is a damage trait which is designed to only do damage, except it now will no longer deal much damage if any considering it cannot crit. From what i understand skills/traits that have such a low coefficient are ones that can be spammed such as auto attacks, and hard cc's, but pi cannot be spammed since it requires a interrupt to proc.

Link to comment
Share on other sites

"Choking Gas: This ability now dazes foes on its initial impact rather than when they are above a poison stack threshold. The daze duration has been increased from 0.5s to 1s. Increased initiative cost from 4 to 6 in PvP and WvW."

 

how is this choking gas? it should punish with area denial and poison like it always had. yeah sure, before it was just poison tick no interrupt but in the end this change goes against the reason FOR the change. it should stay as is and NOT be "ON FIRST IMPACT"...in fact if its on first impact with 6 god damned initiative as a cost, no one is going to use that rubbish because the tradeoff sucks

Link to comment
Share on other sites

**Dagger MH

Autoattack Chain: Reduced power coefficients from 0.6/0.65/1.1 to 0.4/0.433/0.733?!?!

Backstab: Reduced base power coefficient from 1.2 to 0.9. Reduced flanking power coefficient from 2.4 to 1.8?!?!

Pulmonary Impact (from Impacting Disruption): Reduced power coefficient from 2.0 to 0.75**

 

**Sword

Autoattack Chain: Reduced power coefficients from 0.6/0.6/1.3 to 0.4/0.4/0.866

Flanking Strike: Reduced power cofficient from 0.8 to 0.5**

 

**Short Bow

Trick Shot: Reduced power coefficient from 0.55 to 0.366

Detonate Cluster Bomb (Cluster Bomb): Reduced power coefficient per strike from 0.5 to 0.375**

 

Really? Well i haven't read other classes and how hard they are planned to get nerfed but i hope they get nerfed alot more. Cuz with that kind of damage we won't be able to kill anythin. Well even now Dagger MH AA just tickles people so...

Link to comment
Share on other sites

I'm all for nerfing thief along with other specs but there has to be a better way than constantly increasing ini cost of skills seeing as its thief's global resource across all non utility skills. This patch just increased thiefs reliance on trickery line which the opposite should have been the goal. Less deversity is never good.

Link to comment
Share on other sites

They should really rework instant reflexes and hard to catch in to something completely different. 300 sec cd is insane and no one is going to use these traits in pvp/wvw. And if we look at acrobatics & pretend that these 2 traits do not exist a problem arises: acrobatics has no good master traits unless you use a sword and the adept trait choice is mediocre at best.

I bring this up since if daredevil is ever going to have a 'bruiser' build after the patch (which seams to be the intent judging by the recent rework of the line and inclusion of swipe) it is most likely going to happen if acrobatics, the 'survivability' line, actually has some good active traits to support it.

Link to comment
Share on other sites

> @"DeceiverX.8361" said:

> Backstab and Dancing Dagger both face major nerfs and DB's initiative costs go up without any reworks.

> Gotta make sure there's absolutely no chance at all power D/D is even remotely playable lmao.

 

That felt like an odd focus while reading that list and stood out. I hope they know something we don't about how that set will turn out.

 

> @"Psycoprophet.8107" said:

> I'm all for nerfing thief along with other specs but there has to be a better way than constantly increasing ini cost of skills seeing as its thief's global resource across all non utility skills. This patch just increased thiefs reliance on trickery line which the opposite should have been the goal. Less deversity is never good.

 

It's that tactile sense you get playing with Initiative that I think is the main draw for a lot of thief players, we definitely should have to be deliberate with it and manage our resource, but I don't want to have to play with a focus on not using it. I would rather have less damage on ini skills with more focus on combining or weaving those skills together to set up for big moves, but then something like D/D might feel like hitting with a plastic daggers.

Link to comment
Share on other sites

What is with the initiative nerfs. Its bad enough we have a tough time fighting people. You don't need to be raising the costs without first addressing the fact that every thief HAS to take trickery in the first place. Something we complained about for a very long time.

 

Cuz now all the sudden, half of the moves we use regularly consumes half the standard init pool. How the hell is this even fair?

Link to comment
Share on other sites

Pulmonary Impact is gonna be completely useless now. Guess well have to wait for them to recognize that noone uses it anymore after these nerfs and hope they rework them into something much better.

 

Also, Condi was hardly nerfed, so Condi thief is possibly going to be dumb, while at the same time, Thief is going to struggle with its lack of condi cleanses compared to other classes.

Link to comment
Share on other sites

> @"kash.9213" said:

> > @"DeceiverX.8361" said:

> > Backstab and Dancing Dagger both face major nerfs and DB's initiative costs go up without any reworks.

> > Gotta make sure there's absolutely no chance at all power D/D is even remotely playable lmao.

>

> That felt like an odd focus while reading that list and stood out. I hope they know something we don't about how that set will turn out.

>

> > @"Psycoprophet.8107" said:

> > I'm all for nerfing thief along with other specs but there has to be a better way than constantly increasing ini cost of skills seeing as its thief's global resource across all non utility skills. This patch just increased thiefs reliance on trickery line which the opposite should have been the goal. Less deversity is never good.

>

> It's that tactile sense you get playing with Initiative that I think is the main draw for a lot of thief players, we definitely should have to be deliberate with it and manage our resource, but I don't want to have to play with a focus on not using it. I would rather have less damage on ini skills with more focus on combining or weaving those skills together to set up for big moves, but then something like D/D might feel like hitting with a plastic daggers.

 

It's because condi builds are gonna be so busted that DB initiative needs to go up. ANet also has this weird obsession with trying to make D/D condi be a thing.

 

The rest I think is just some kind of personal vendetta from one of the developers having been blown up before. The kit is probably one of the healthiest to play against because all its burst is pretty much telegraphed and stealth durations can't be chained, has low utility, etc. but it's damage keeps getting cut with no improvements to utility.

 

I seriously think they balance the game based on PvE stats.

 

 

Link to comment
Share on other sites

> @"Leo Schrodingers Cat.2497" said:

> What is with the initiative nerfs. Its bad enough we have a tough time fighting people. You don't need to be raising the costs without first addressing the fact that every thief HAS to take trickery in the first place. Something we complained about for a very long time.

>

> Cuz now all the sudden, half of the moves we use regularly consumes half the standard init pool. How the hell is this even fair?

 

That's why I kind have lost hope In the new balance team and can for see even more decline due to their future changes. I can't fathom the team thinking ini cost for one skill costing literally 50% of a classes whole resource pool being remotely ok, 2 of those skills and all ur ability to use any of ur non utility skills are gone- ah ok lol. Sry but that's idiocy. Maybe they should listen to players like shadowpass and lower ini replenishment speeds on top just to compliment the teams genius.

Link to comment
Share on other sites

u know what my problem is with this patch..

yes i know people say thief is OP etc balabal, well i dont really agree we have high spike dmg but beside that we are nothing infact if i go on "alt" and i face a thief i just wreck most of them cus i know what they are about to do anyway..

 

in my eyes thiefs dmg was already mad low outside of a very few skills (im not talking about deadeye as i dont really play it)

thiefs kind of relay on spike dmg, how we do after patch is something i wonder. i know healing got nerfed also but now we need to go for a burst > get out > go in again kinda like s/d gameplay in out in out they should have buffed up thief sustain a little bit more out of stealth so we wouldnt so squeezy that doesnt even deal dmg anymore..

 

 

i mean they wanna go back to core kind of dmg.. but even in core gameplay thief was shining with a burst out of the blue that could just simply get u from 100 to 0 in a flash of a second.. now with all these nerfs over the years i dont really see us doing it anymore after this patch which is like a little nerf on paper but in reality its fat nerf but w/e

still wont make me stop playing thief :D

Link to comment
Share on other sites

> @"Tayga.3192" said:

> > @"Dave.6819" said:

> > snip

>

> They nerfed everything, mostly a lot more than those.

>

> I love how you just read your main and go "is this for real?", if anything thief seems better now that any cc hits for 20 damage.

 

Im not sure about that. Looks like were heading straight into a condi meta, and Thief is pretty awful at handling Condis (and the acrobatic hits dont help). For that matter, thief relied on quick burst which is going to be a whole lot less effective now. Deadeye is gonna be a whole lot better now, since its best skill (Unkneeled Rifle 2) is completely unnerfed.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...