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Emi.4152

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  1. The idea is that since Thieves can repeatedly disengage and engage they can chip away their opponents health more effectively, wait for their opponent to make a mistake or disengage entirely (like they can already do in many cases) if they believe their chances are slim. Their potential for disengaging becomes even higher, as it becomes harder to spike Thieves down during the periods when they are visible and in rage with a general damage nerf. Are we talking about kiting or disengaging? If the thief disengages (oocs), the person fighting the thief could just mount up and leave, or run to the nearest sentry / tower / keep / zerg or even camp if they feel like their chances are slim. Or are we talking about the extremely thirsty people who chases a thief across the map and eventually dies? Dont get me wrong though, I agree that potentially a thief could engage / disengage ad infin against certain classes (kiting and without going ooc) but that's in a vacuum and costs a substantial amount of resources for the thief to do so, making a mediocre duelist into an even worse one. Or is the problem simply that it's unfair that a thief can leave an open field 1 v 1 fight whereas other classes would need to move to a sentry or tower in order to do the same? Does that alone make thief the strongest 1 v 1 class after the patch?
  2. Not gonna vote since i have 0 idea but... feel like people voting for thief are kinda delusional. The quintessential spike then leave class with the worst sustain in the game will.. somehow... become better... if the fights take longer because damage overall is being lowered? Dont get it
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