The Weaponmaster Training beta event for Secrets of the Obscure is open to all Guild Wars 2 players from June 29 until July 2! Try out the combat changes that are coming with SotO on August 22 and let us know what you think. You can leave your feedback for the thief in this thread.
I think unfortunately Rifle won't see much use since it does nothing without M7 and Malicious Stealth attacks, even dual pistols right now dealing sub-support level damage would give you more bang for your buck.
Specially with Specter which is both hard-locked to Torment-only damage and the initiative cap being very punishing for anything that isn't Scepter with Trickery, it gets no benefit from either Staff or Rifle (or any other existing weapons for that matter).
My only concern with the thief portion right now is that if you took specter to use other weapons, you cant really do much with it because the balance team still has not yet increased or reverted the initiative starting out on specter as BASE initiative...which will make other weapons useless on specter. please look into this
Generally I agree, the damage will likely be very underwhelming, but comparing to go-to ranged pvp options (shortbow) it gains higher range and ST damage while keeping a movement skill on that weapon set, and even gets to have a projectile block in that deal. I see some trolling potential on Daredevil.
An immediate issue with this is any Specter build that doesn't use Scepter and doesn't use Condition Damage is basically missing a Minor Trait and an entire Spec mechanic since Rot Weiler Venom will do absolutely nothing. Maybe change Dark Sentry to just be a part of the first node, Siphon, and put a more universal Minor trait in it's place? Or you could replace the Venom's Condition Damage with Siphon Health damage and essentially make it somewhat like Vampiric Aura which could benefit both types of damage builds? It will still have minimal application without Scepter though.
Another issue right off the bat is with every class having Rifle and Scepter what exactly could an Anet employee do to sell us on Dual Pistols and Mainhand Pistol in general if they were to think of them as a Product and us the Customers?
Alright, first impressions: This doesnt really add much to thief. Rifle is as expected rubbish outside Deadeye, losing both the thing that makes the stealth attack any good and the traits that make the weapon itself good for no benefit I can notice. Staff is a PvE power weapon with most of its damage coming from autoattacks, meaning that both DE who facilitates spamming skills and Spectre, a condi-focused traitline, do not benefit from it. The only one that stands out as having potential is exactly Scepter, but without Rotveil venom and with the high initiative cost in PvP, Im not really seeing it being useful either.
Also, you guys gonna fix Bounding Dodge not taking personal combo field priority so people don't override my Black Powder? If there's any field whatsoever under my Black Powder, even if I placed mine after theirs, it always takes theirs over mine when I use Bound Dodge. This will continue to be an issue with Daredevil Scepter/Pistol.
And so far WvW Celestial Daredevil Scepter/Pistol does feel like a total replacement of the current Pistol/Pistol variant but it comes with a lot more features such as a piercing AoE (despite annoying to use cuz of shadowsteps) and self+ally support, better cc an extra weakness to replace Hidden Thief for more condi removal... Only loss is combo finishers on the stealth attack for Cloaked in Shadows which is easily replaced with Leeching Venoms and better damage overall. Pretty good for WvW, aside from Black Powder combo field bug preventing me from using it near allies.
With Pistol/Pistol variant you basically only used your first mainhand skill and Black Powder with very limited variety in how you attack. MH Pistol most certainly feels completely dead by this if you don't redesign it to be more unique.
A highly skilled jewel thief, Frank (James Caan) longs to leave his dangerous trade and settle down with his girlfriend, Jessie (Tuesday Weld). Eager to make one last big score in order to begin living a legitimate life, Frank reluctantly associates with Leo (Robert Prosky), a powerful gangster. Unfortunately for Frank, Leo wants to keep him in his employ, resulting in a tense showdown when he finally tries to give up his criminal activities once and for all.
Thief is a series of stealth video games in which the player takes the role of Garrett, a master thief in a fantasy steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed.[1]
Set mainly in a first-person perspective within a 3D environment, the main gameplay tactic of the Thief series is to avoid fights, stealthily traverse the environment to complete specific objectives and instead sneak around the enemies or discreetly subdue them, without raising too much noise or suspicion. The Thief games are sometimes described as either a "first-person sneaker", "sneak-em-up" or a "first-person looter" to emphasize this difference. Classification of the game has been slow coming, as three-dimensional stealth games, such as Tom Clancy's Splinter Cell and Assassin's Creed, only became more common years after the first Thief. Another innovation employed extensively by Thief is the careful use of sound effects as an integral part of gameplay. Sound cues not only tell the player of other characters in the vicinity, but also indicate how much noise Garrett makes when moving about an area. Too much noise can alert nearby guards, who will grow suspicious and come looking for intruders. There are a variety of tactics to avoid being heard, however, such as walking gently, steering clear of noisy pavement, or using moss arrows to create a carpet that muffles the sound of footsteps. In a similar vein, using light and dark became one of the most important strategies. A gauge at the bottom of the screen (called the 'Light Gem') indicates how visible the protagonist is. Entering deeper shadows or ducking makes the character less likely to be noticed. Walking about increases the risk of being spotted, and having a sword or bow drawn makes him very conspicuous in the game. The astute player is constantly keeping an eye on areas of light or shadow, guard patrol routes, and the type of terrain they are walking on, in case a hiding place is needed in a hurry. A light source, such as a torch or gas lamp, can be doused with a Water Arrow, creating an area of darkness in which the player may hide. Electrically powered lights, in all games, may simply be shut off by using a nearby switch or button; however, if no light switch is available, the electrical light will not turn off by simply shooting a Water Arrow at it. In Thief: Deadly Shadows, the player can simply 'pinch out' a lit candle by pressing the use button on it. A guard or any civilian may notice if a light source has been put out, likewise if something valuable has been stolen.
Another large component of the gameplay in Thief, along with the stealth, is exploration. In most missions, especially in the first two Thief games, players can freely explore the game environment without much hindrance. Players are also free to experiment with their approach towards the AI. They may choose to neutralize all the AI-controlled guards using a variety of methods. These methods include using a player-equipped blackjack[Note 1] to quietly incapacitate enemies without killing them, a sword, used in direct combat which can kill enemies, or broadhead arrows, used to discreetly kill enemies from a long distance. Other special arrows, such as water arrows, rope arrows and moss arrows are also available to use. The player may also choose to avoid any confrontation with the AI altogether. "Ghosting" is a play style by which one attempts to complete all objectives in each mission without leaving a trace and without being seen or heard.
Thief: The Dark Project was released by Looking Glass Studios in late 1998 and powered by their own in-house developed Dark Engine. A re-release of Thief: The Dark Project entitled Thief Gold fixed various bugs and added three new levels (mostly derived from, but not identical to, content that was planned for the original game but cut for budget or time constraints) which contributed significantly to the existing plot. The package also contains bonus content such as the DromEd Dark Engine editor, a behind-the-scenes "making of" video, and a desktop theme designed for Windows 98. Looking Glass was working on a similar re-release of Thief II: The Metal Age, provisionally entitled Thief II Gold, at the time they went out of business in 2000.[9]
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