Thief
- Heartseeker: Reduced damage of the 100%-50% threshold by 20%. Damage thresholds changed. Old: 100%-66%, 66%-33%, 33%-0%. New: 100%-50%, 50%-25%, 25%-0%.
Welp, at least heartseeker spammers were nerfed.
I've been sPvPing/Tourney farming ever since I got all my Exotics and was bored out of my mind farming for gold and this was a very nice step in the right direction. It neutralizes the #2 spammers while still making it an effective closer move, as it was intended to be.
Mesmer Phatasms still do way too much damage and have that OP Moa elite and Thieves are still very, very strong (Pistol Whip anyone?). The lolwin potential of both Mesmer and Thief is just asinine. There's no way in hell that both should have so much utility skills WITH super high burst. The dev in charge of game balance said in an interview that 'Sins were his favorite class in GW1 and Thieves are just renamed 'Sins when it comes down to it. I think the whole concept of the class is the problem. You can pop in and out of combat with stealth WHILE clearing conditions and have the potential to drop someone in 2 seconds. If the initial attack fails you essentially get a free reset to try again. It doesn't help that everyone wants to be a 1v1 hero and the typical MMO rogue class always provides this.
Right now Mesmers/Thieves/Guardians dominate in sPvP and tourney play with Warriors right behind. Their whole thing about "getting rid of the trinity" and how all classes can play the same roles within a group DOES NOT translate to sPvP/Tourney play when some classes are an absolute must-have and have clearly defined roles and specialties while it's a crapshoot with others.