BartenderMan, on 30 May 2013 - 07:31 AM, said:
Having to redesign a class that is played exactly as it is intended to be, and is also balanced around said design, is dumb.
The fact you think that because the class plays as per the design that it somehow validates the design,
is dumb.
BartenderMan, on 30 May 2013 - 07:31 AM, said:
If a Thief uses stealth to disengage, then you have won the fight.
Wrong, you have won the fight (probably) in tPvP as you've kept a node / increased your teams chances of winning a team fight / capped a node. In WvW you have lost as part of the fundamental principles of that type of WvW is risk vs reward, so even if you "win" the fight you get no reward, the thief suffers no penatly for "losing", what is more in many cases all that happens is the fight will be reset so a thief never actually "loses", plus you can often lose in terms of being held up, if you're running back to help out at a keep / garrison, etc then a thief delays you, the thief wins and wins simply through poor class design.
BartenderMan, on 30 May 2013 - 07:31 AM, said:
Now when it comes to mobility I'm going to guess you are specifically referring to the plethora of dodge abilities that are available to a Thief. Only 3 of those dodge abilities actually deal damage: Death Blossom (for condition Thieves), Flanking strike and Disabling Shot; all these abilities cost initiative and have pretty mediocre damage when compared to everything else a Thief can do. The only other skills that dodge are Roll For Initiative (on a 60 second cooldown) and Withdraw; Withdraw probably needs a small nerf seeing as it's a 15 second cooldown and is too strong when combined with Vigorous Recovery. Finally you have Signet of Agility which probably also needs a nerf seeing as it gives you the ability to have 6 dodges on a 30 second cooldown.
When I refer to mobility I am talking about everything from being able to cover ground quickly to engage or disengage to the evasive skills yo mention above, from the numerous instant gap closers / openers (steal, heartseeker, infilitrators strike, shadowstrike and so on) to the fact these skills (steal aside) are spammable.
As for initiative cost, go watch LoLJumper play s/d when he streams, you will also see from his build initiative is nearly inifinite when you spec for it. As for damage, yes for a
thief things like flanking strike are pretty mediocre damage wise, but when you have numerous gap openers / closers, numerous dodes from signet of agility + energy sigil + vigorous recovery, stealth, evades, a spammable cripple and the abillity to steal two boons in 1 and half seconds, then you have gained an awful ot of surviability, still have the best disengage in the game and do it all whilst sitting on a base 75% crit hit chance (in sPvP), 87% from behind with 90%+ health.
BartenderMan, on 30 May 2013 - 07:31 AM, said:
Engineers have as much dodges as Thieves (if not more) and I don't see anybody complaining about them being so hard to kill.
People don't complain, because engies cannot disengage from 95% of the fights they are losing like a thief, so they adhere to the basic principle of risk vs reward.
BartenderMan, on 30 May 2013 - 07:31 AM, said:
Every profession has at least 2 stun breaks they can have on themselves without having to alter their builds.
You obviously need to play more classes, just because most thief, mesmer & ele builds have stunbreaks (or psudeo stun breaks in the case of phase retreat) coming out the posterior, doesnt mean it goes for all classes, for example engys, most builds have one stunbreaker (usually elxir S or elixir R), necros, again normally only one stunbreaker (the worm or spectral walk), etc, nor merely is just the number of stunbreakers it is the cooldown, the application and the cost, 48 seconds (traited, 60 seconds untraited) on my engy using a very valuable utility slot for that class, does not really compare with a spamable infiltrators strike on my thief on my main hand weapon.
BartenderMan, on 30 May 2013 - 07:31 AM, said:
It is risk vs reward, because they took no risk by running away and got no reward for it..
Utter drivel, if I am wandering about in WvW on say my necro then I see some guy I engage him, if I lose then that was the risk I took, if I win then that is the reward for the risk I took, on my thief (and to a lesser extent my mesmer) there is virtually no risk, if it looks like I am losing I can simply disengage 95% of the time, the class breaks a fundamental rule of PvP, terrible design.
BartenderMan, on 30 May 2013 - 07:31 AM, said:
Now when you look at the "broken" builds (d/d Ele, cantrip Mesmer, BM Ranger and Thieves) they all have 1 weakness in common: they are weak in group (zerg) situations.
My thief is fine in zerg situations, now obviously not in the two zergs smashing together sort of way that a warrior or a guardian is good at, but after the initial collision when it is more open, amongst the chaos a thief is very difficult to pick out, it is very easy to stealth off an opponent and this means you are truly excellent at finsihing downed players right in the heart of the enemy in a way other classes cannot do, thief also operates perfectly fine targetting players around the edges. As for what WvW is all about, it isn't really about anything as along with hotjoin the design makes it largely pointless, it is no test of skill, winning is virtually entirely down to coverage, the maps are too small to require real tactics or organisation, etc. Some people like to zerg about or PvDoor, others prefer smaller groups.
BartenderMan, on 30 May 2013 - 07:31 AM, said:
I repeat myself: Thieves are not badly designed; they are designed to do exactly what they are doing right now and they do it well. The only reason you see them everywhere is because they punish noobs much harder than any other profession (and with less effort) and they are incredibly fun to play (which, in the end, is all that really matters).
You can repeat yourself all you like, the fact they may fufil their intended design does not validate that design in the slightest, it is a terrible premise for a class that will always be OP in many situations (or maybe UP eventually like other games where they overnerf a class, but fail to address the fact it is the core design that is the issue), so I'll repeat myself the class design is terrible it needs a re-think. And no what actually matters is, is the game fun to play, I realize low skill floor + OP is fun for some noobs, but at the same time playing against a class that does not have to risk in the same way as most other classes is not fun for many people, hence the complaints.
Edited by Conkers, 30 May 2013 - 02:58 PM.