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Thieves
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wabbit Offline
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Post: #1
Thieves
I'm really disappointed with how they changed the Thief. He was one of the kewl features unique to the Disciples franchise.

How many of you use him now? What's your thoughts?

I think with so many Heroes as is, making the Thief into one of them seems like it took an original idea and turned it into an unoriginal one. It is already hard enough to level up more than one, let alone more than two, Heroes. Thieves helped round out your total army. Plus the missing Rod Planters too. <sniff>

I also can't understand why they would remove the thief's scouting abilities. Not being able to see inside a dungeon or tower... it just doesn't feel right blindly attacking a structure with who knows what lurking inside. This should be added back in, at least as one of the Thief's abilities that can be acquired.

I remember seeing something about a Thief Mod on the original Russian forums. Though I never was able to try it out, or know what it does exactly. Anyone try it?

I do hope the devs bring back the Thief unit the way it was when the xpac launches. I agree he had a couple of OP abilities, but that could have been addressed in other ways.
12-07-2010 04:38 AM
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Humanoid Typhoon Offline
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Post: #2
RE: Thieves
I totally agree. I recently started playing D2 again and the greatest things about it are like you say the thief and the rod planters. Having to defend on more than one front protecting your valuble rods and resources with multiple armies and poisoning and spying on enemies entering and threatning your domain. But the lack of the explore ruins ability is not that missed at the moment, in D3 all i have come across in ruins are lame ass Peasants x2, Zombies x2 or spiders x2. Sometimes they suprise me with a Man at arms or Spearman, but there is no real challenge in fighting them. In D2 it was essential to explore with a thief because it was possible you could run in to a group of 3 werewolves or even a dragon. They were more randomised with a multitude af varied levels of creatures. Hmmm.... D2 ftw!
12-07-2010 07:37 AM
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Clayman Offline
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Post: #3
RE: Thieves
Yeah, thieves were handy in D2. I think my favorite moment would be last (?) map of the Undead campaign. You have to fight a double front war, but the other side has a bottleneck.

I bought lots of thieves and blocked the passage. AI killed one or two, but rest of the thieves finished him.

EDIT: Most people seem to use the thief currently as a tank. Basically you stack Agility and the enemy never hits you.

"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

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(This post was last modified: 12-07-2010 09:23 AM by Clayman.)
12-07-2010 09:23 AM
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Larkin Offline
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Post: #4
RE: Thieves
(12-07-2010 09:23 AM)Clayman Wrote:  EDIT: Most people seem to use the thief currently as a tank. Basically you stack Agility and the enemy never hits you.

If this is a bug or big balance problem please report in the bug thread. I'd like to play a balanced hotseat game once the patch will be available.

Titans of Steel. My freeware mech strategy game
12-07-2010 12:08 PM
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wabbit Offline
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Post: #5
RE: Thieves
(12-07-2010 12:08 PM)Larkin Wrote:  
(12-07-2010 09:23 AM)Clayman Wrote:  EDIT: Most people seem to use the thief currently as a tank. Basically you stack Agility and the enemy never hits you.

If this is a bug or big balance problem please report in the bug thread. I'd like to play a balanced hotseat game once the patch will be available.

Not a bug. Balance, perhaps. Thief equipment tends to have the Agility stat as the dominant, which translates to dodging and critical hit resists. Who needs HP if you can avoid being hit altogether? I think it is another reason why Thieves are poorly implemented in D3. The Melee Hero is designed for tanking. The Thief seems to replicate this role on the battlefield. More of what we already have. And considering how unique he was in D2, I don't know why they changed him.

(12-07-2010 07:37 AM)Humanoid Typhoon Wrote:  But the lack of the explore ruins ability is not that missed at the moment, in D3 all i have come across in ruins are lame ass Peasants x2, Zombies x2 or spiders x2. Sometimes they suprise me with a Man at arms or Spearman, but there is no real challenge in fighting them.

Very true. But this could change when the map editor gets released. I'll be making maps and releasing them unto the community with Dragons filling their halls. All of you will join my crusade in asking the devs for this scout to return!!! Smile
12-07-2010 11:23 PM
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iivo Offline
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Post: #6
RE: Thieves
agree with most of what's been said here. some basic world map abilities are needed. i did not use the thief yet (except for ferrying units to Guardians), i'll try the agility stacking method, but most of the world map abilities if D2 are very useful even in D3. especially poison party. duel would be probably to strong (because of the agility stacking it would mean almost always kill a leader). but poison and explore and/or steal item would be cool to see.
anyway, nice game.. still getting used to the differences. hope to see a patch soon.

Cheers
14-07-2010 09:47 AM
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stormy Offline
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Post: #7
RE: Thieves
(14-07-2010 09:47 AM)iivo Wrote:  but poison and explore and/or steal item would be cool to see.

Imagine levelling your Thief for ages, stacking agility, maxing out leadership - that sort of thing. Now imagine trying to steal an item, getting caught and executed on the spot - ouch! Tongue
16-07-2010 01:09 PM
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Clayman Offline
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Post: #8
RE: Thieves
If anything, a thief should earn experience by stealing and poisoning stuff.

"I have chosen the element of wind" - Elementalist
Attack Source: Water

Read First: FAQ

[Image: 10255846.jpg]
16-07-2010 01:13 PM
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