Changes on Thiefs

Changes on Thiefs

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

This should be the Utility Skills for Thieves actually:
Each Utility Group should consist of 5 Utility Skills

Signets

Signet of Assassination (renamed from Assassin’s Signet, as all other signets have prefixes)
Passive: Increases the Power by 180 and grants +25% Movemen Speed
Active: Performs a Shadow Step to a Ground Target, Range 1200.
Was there an Enemy, will the enemy be blinded, was there an ally, will you create for 20 seconds a Shadow Doppelganger, that will use exactly the same skills as like you.
If that Shadow Doppelganger gets into a Stealth Field, then it will try to Back Stab an nearby enemy. Recharge Time: 60 Seconds

Signet of Agility
Passive: Grants +180 Precision and +1 Initative whenever you perform a Dodge Roll
Active: Refills your Endurance, and gives you for 10 Seconds Stability and Quickness.
For every Endurance Bar being refilled, you and your allies in near will be cured by 1 condition. After that will be your Endurance regeneration decreased by 50%
Recharge Time: 45 Seconds

Signet of Shadows
Passive: Increases the maximum duration of Stealth by 100%, but disables the usage of Attack Skills while being in Stealth. Grants Protection, while being in Stealth.
Active: Perform a ground target Shadow Step, that will create a Dimension Rift, which will put nearby allies into stealth for 3 seconds and periodically hit nearby enemies with 5 stacks of torment. Duration: 12 seconds. Durations stack, if those periods hit you multiple times over the duration.

Signet of Infiltration (renamed)
Passive: Increases the movement speed while in stealth by 66% and health being over 90% Increases the maximum range from shadow steps by 20% and lets those skills recharge 20% faster
Active: Lets you stealth automatically the next 2 times, whenever you perform a dodge roll for 2,5 seconds
Recharge Time: 60 seconds

Signet of Toxicity
Passive: Increases Condition Damage by 180 and improves Venom Charges, adding + 1 to all of your Venom Charges
Active: Adds a Life Leech to your attacks for every Condition you are suffering on., which increases also so more stacks of a condition you have on you.
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Traps

Needle Trap
Set a Trap, which puts trapped enemies on Poison and Bleeding, when triggered.
Adds also Torment, if the Enemy Health was over 50%.
Changes under water into “Needle Mine” having the same effect there.
Thiefs can lay now multiple traps of the same type, when traited for that.

Shadow Trap
Set a Trap that calls for a Shadow Doppelganger for 20 seconds whose attacks mark the enemy. The Skill changes to “Shadow Pursuit” which lets you instantly shadow step to every enemy, that got marked by your Shadow Doppelganger meanwhile.
So if it hits multiple targets, you can shadow step between all those targets quickly around. But doing so disables your attack skills for a few seconds.
Changes under water to “Ink Trap” that creates a stealth field under water similar to Shadow Refuge, that also keeps enemies in that field on blindness and lets thiefs perform with spear skill 2 attacks under water back stabs, if they hit enemies from behind, while being stealthed

Caltrops (Now counts as trap, doesn’t bleed anymore, makes vulnerable now)
Set a Trap that scatters caltrops on the ground crippling enemies and make them vulnerable, which walk over them.
Changes under water to “Acid Capsules” with the same effects, those capsules are very light and break on touch crippling enemies and making them vulnerable.

Sling Rope
Sets a trap that first knocksdown an enemy and immobilizes them then by launching them into the air and holding them there, until the rope gets cut., what can be done only by an ally destroying the trap.
Changes under water to “Octopus Wire”, that will pull enemy to you and immobilize them after that and set them on Torment for every second that immobilize was active on the enemy as this wire will hold its enemy tighter and tighter with every second. torturing the enemy more and more.

Explosive Trap
Sets a trap, which explodes if the player activates it. Enemies will suffer on burning and weakness for quite some time. The effect can be changed to chill and weakness, if traited.
Changes under water to “Explosive Mine” with exact the same effects
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Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Changes on Thiefs

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Tricks

Haste for Initiative
Merge Roll for Initiative and Haste simply just without loosing all endurance and having 50% less endurance regeneration, but instead an decreased initiative regeneration rate and a decreased critical damage rate for the next 5 attacks.

Skorpion Wire
Increased the range to 1500, Now sets enemies also on Poison and Confusion.
The Confusion will be stronger so higher the distance was between you and the enemy. Every 300 points of range distance means 1 stack of confusion.
Recharge increased to 30 seconds. Activation time increased to 1 second.

Pickpocketing
Allows for performing a Steal for up to 2 stolen items, before the skill recharges.
Pickpocketing will have the same effects as like Steal via F1

Improvisation
Creates a randomous environmental weapon that will change the thiefs weapon skills in regard of the item beign created.. The thief can either use it, throw it at an enemy dealing various kinds of damage, or lay it on the ground so that an ally can use it.

Interrupting Smokebombs
Throws Smokebombs at the ground letting you and your allies go into stealth.
This skill will immediately interrupt any enemy attacks dazing them.
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Deceptions

Shadow Refuge
Same effects like now, can have just now protection or stability, when traited.
As a reaction effect when regeneration is active for the first like 3-4 seconds after activatign that skill.
Turns under water into “Water Reflextion” with the difference of giving you Retaliation, while being in stealth and getting hit.

Night Walker
Creates while in stealth 2 Shadow Doppelgangers that will attack nearby enemies and deal 100% sure criticals and disappear instantly after their successfull attacks.
If their attacks got blocked, then your stealth duration will recover for some seconds

Shadow Sphere.
Creates a Shadow Portal that can warp you and our allies between two short distanced points. Enemies that try to enter the Sphere will get dazed first and then get ported at a randomous place on the map with a range of 10000

Blinding Powder.
Throws Blindign Powder on the ground setting enemies on blindness and creating a smoke screen, that will block for some time ranged attacks.
Changes under water into “Flour Cloud” having the same effects, the flour makes the water for some time turbid…

Fake Traps
A Skill, that makes the screen forenemies full of red trap circles for some time to confuse them letting not know, which circles are real traps and which are fakes so that enemies may waste dodge rolls for something that was in the end no trap at all maybe.
Among of them is 1 real trap, if the enemy steps into that one, he will get knocked down for some time due to stepping into an invisible Tripwire.
Changes into “Fake Mines” for underwater gameplay
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Stigmas (New, they replace Venoms as utility skills, as Venoms will get moved to F2)

Stigma of Cruelty
Increases Critical Hit rate by 2% for every negative Condition on your enemy.
When enemies cure themself of conditions, then you’ll get cured of one too.

Stigma of Leeching
Lets your attacks leech health from your enemy. You leech more, so more conditions are on you. When enemies leech health from you, they will receive randomous conditions.

Stigma of Sacrifice
Lets enemies lose boons, whenever they dodge roll in your near, while your endurance isn’t 100%

Stigma of Blood
Whenever you bleed enemies, you’ll gain regeneration.
Whenever an enemy bleeds you, you’ll receive protection.

Stigma of Invisibility
Will instantly go into stealth, if an enemy in your near goes into stealth putting you two into a shadow sphere, where you can see the stealthed player, but your stealthed enemy not you to counter attack the enemies move. Chills also the enemy, if the stealthed enemy was targeted by you at the moment where this Stigma triggered.. if this skill triggered while no enemy was in target, then this skill will recharge utility skills that can set you into stealth.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Changes on Thiefs

in Suggestions

Posted by: Dommmmmmmmmm.6984

Dommmmmmmmmm.6984

I do not agree with your Sig of Shadows or your Caltrops at all lol. Caltrops a trap? Hell no, you must not play condi thief lol

Changes on Thiefs

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Posted by: Zacchary.6183

Zacchary.6183

I do not agree with your Sig of Shadows or your Caltrops at all lol. Caltrops a trap? Hell no, you must not play condi thief lol

Well I do and i would like caltrops to turn into a torment based combo field. Pwitty pweeze? :3

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Posted by: Big Tower.5423

Big Tower.5423

First im maining a thief but… well this would need to be toned up a bit, becuse this is only buffs. it would be kinda op, for example shadowrefuuge which already is our best skill. you gave buffs xD, assasin signet was also kinda op xD

7800 hours ingame, and counting.

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Posted by: Player Character.9467

Player Character.9467

“Give me more things.”

Changes on Thiefs

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Sure, stuff I’ve to tone down here and there maybe, but I wanted to show first the direction into which I want to go with this class

1) Merge together skills/traits that work good together
2) Refill the created holes with new skills/traits and rearrange them a bit
3) Remove senseless Utility Skills (Venoms) and make out of them a more usefull Class Mechanic (F2)
4) Buff Thiefs Underwater skills by making alot of their skilsl now also usable under water, what they should be… seriously, whats the big deal by turning trap skills into mines that explode if you come too near to them, like those last seen in the Aetherblade Dungeon last month ???
5) Strengthen a bit more Condition Builds, so that not basically everybody plays with critical builds only by changing some condition effects

I’m here only for concepting. Balancing is clearly ANETS job!

So lets make a quick review here::

A) Merged the old passive Assassins Signet Effect together with the passive old effect of the Signet of Shadows. Rmoved the active Assassins Signet effect and replaced it with a new synergy effect of shadow step + ambush and the old active effect of signet of shadows. Increased the Recharge Time.

B) Added an little Initiative Regeneration effect fitting to the name of the skill and changed the mechanics around the condition cure so that it can cure 2 conditoons and not only one, if the player uses the activation of the signet, if the endurance is at 0
Added 2 boon effects, that clearly should belong to a Sigil of Agility, because agility means, you’re fast, swift, which can be only, if your characters is also for a moment faster, than normal in his actions via Quickness and you can also be only agile, if CC’s are in that moment no problem for you… You aren’t agile, if you can get simple knocked down, feared and the like …

C) Signet of Shadows should be clearly made for Stealth, your Shadow Arts, so that you can better infiltrate areas, but infiltrating means, you don’t attack as you want to be unseen as long as possible (Metal Gear Solid anyone?)!!
This Skill has been changed to a better support skill in overall, as you can use if for group stealth, infiltration and if you need to deal damage, Dimension Rift will put torment on enemies, so that way will get condi thiefs a little buff

D) Completely rechanged the effect here, because I think, this skill was absolutely underpowered in itself and its only good use was being helpful for perma stealth.
So to make the old perma stealth harder to gain, this skill needs to get changed.
To make it more useful in overall in regard of the thiefs high mobility i thought, its best, to make this skill improve the abilities of the thief about shadow stepping, because theifs will become more agile, if they recharge faster their shadow steps and by that can use them a bit more oftenly.

E) Added this new 5ths signet, as I think every utility section should have 5 skills and not 4, as it would help significatly also the condition build thiefs, Theres clearly a signet missing, that buffs condition damage just like power, because more power is for condition thiefs irrelevant, it doesn’t increase their condition damage that is clearly lacking compared to a condition mesmer or condition necromancer.
I also wanted to have a signet, that is helpful for venom builds as I think venoms should be a much bigger part of the thiefss overall class mechanics.
——

So far the analysis for Signets.
TL; DR

Id like to see of you some suggestions about changing my suggestions to the way, how you would like them, without letting them lose their effects too much.
SO playing around with action times, recharge times, condition effetcs and the like and the mechanics

For example:

One says, he/she doesn’t like my version of Signet of Assasination and suggest then:

Tone down the range of the shadow step from 1200 to 900, reduce the power buff from 180 to 150 and reduce the duration of the Doppelganger from 20 to 15 seconds and I’d be ok with the skill.

Stuff like that I want to read from you ^^, because thats constructive criticism, that would help me to better understand, what you guys like and what you don’t like

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Changes on Thiefs

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Posted by: Big Tower.5423

Big Tower.5423

Done down powerbuff to 120, increase recharge to 75 secs on asssasin signet, nice ideas though, but you got to be careful we dont double our already large amount of qqers, some nerfs like increase iniative cost by 1 at black powder, and 1 at heartseeker. while shadowrefuge could give you stacks of vulnerablity, but these buffs none. apply 1 % vulnerablity each 3 second stealth, in duration of your revealed. however the other ideas are nice, you could also add a elite skill which says like, Offhand training: Allows sword offhand, and gain 10 % more damage on offhand skills, looses 1 second of stealth for each stealth you do.

7800 hours ingame, and counting.

Changes on Thiefs

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Posted by: Olba.5376

Olba.5376

  1. Signet of Assassination
  2. Signet of Agility
  3. Signet of Shadows
  4. Shadow Refuge
  5. Shadow Sphere
  6. Stigma of Blood

Let me just start off by saying that giving Thieves Signets that do multiple things is never going to happen. There are other classes with Signets too, you know.

  1. So you want to give every single Thief out there a free 180 Power? Not gonna happen. And honestly I don’t quite understand the active. A clone that mirrors the exact actions of the player? That’s not possible to do. A clone that has the same skillpool as the character, using those skills at random? Boring.
  2. The active is very overpowered, especially considering that Thieves already lack cooldowns.
  3. The passive ability wouldn’t work. Think Shadow Refuge and other sources of stealth stacking.
  4. A trait that adds Protection or Stability to Shadow Refuge? Nah, that’s a bit too powerful, considering that SR pulses the effect, making it linger after the field is gone.
  5. Mesmers already got portals. And random location within 10,000 units would result in bugs like porting people into walls or cliffs or simply midair.
  6. Bad, bad idea. If a Warrior smacks you with Flurry for 12+ stacks of Bleed, you would get how much Protection? What about classes that have minor traits that give bleed on crit, while they themselves might not be build for condi damage, like Warriors?

Changes on Thiefs

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Posted by: NinjaEd.3946

NinjaEd.3946

So… you want us to be gods?

I main thief, and 90% of those changes you listed look far too strong for any of the 8 professions. Not saying thief don’t need some changes, but thats too much in the wrong direction.

The only skills on thief that need changing really are ice drake venom, needle trap, tripwire, signet of malice active, roll for initiative, and spider venom. The rest have their place and are quite effective depending on the build.

In all honesty every profession has a list of skills and traits that feel underwhelming, something that is slowly turning around as we see more buffs/merges across all 8 professions.

starting to think this thread was a bad attempt at trolling.. I mean, what person can code that? And why give thief every single condition in the game?

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Changes on Thiefs

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Posted by: PwnsFroggles.7561

PwnsFroggles.7561

Lmfao you must be the kittentiest thief ever to think these are fair

Changes on Thiefs

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Posted by: Orpheal.8263

Orpheal.8263

@ Olba

Have You ever played at all a Thief yet ?? Just your first sentence makes me absolutely believe, that you haven’t touched this class yet for a single second!!
The current version of assassins signet ALREADY gives thiefs a permanent power bonus of 180 points
http://wiki.guildwars2.com/wiki/Assassin%27s_Signet /facepalm
This alone made me already stop instantly ready the rest of your post, because I seriously couldn’t take it anymore as serious constructive criticism, if people are uninformated and don’t know what they are talking about. Sorry.

On a second note, the Mesmer clones already are capable of miming the actions of the original player character to a certain part (they just repeat and and the same skill, but that skill is just the same skill like one of the mesmers weapon skills, for example those staff clone,s they all permanently repeat
http://wiki.guildwars2.com/wiki/Winds_of_Chaos or those of sceptres, which permanently are repeating, just with the difference, that those clones don’t create new clones with their attacks
http://wiki.guildwars2.com/wiki/Ether_Bolt

About Signet Effects having multiple effects.. Do you really believe, that all other signets for other classes would stay the way like they are now, if anet would improve those of the thief the way I suggested it here?. Naturally NOT. Its absolutely logical, that the other classes would have to get some changes too, but this Thread here is and should be all about thiefs only. There are other threads for the other classes to discuss their changes.


@ Ninja:

No, I don’t want that. I just want to see thiefs as that, what they kinda should be already from the start on of this game:
You have to look for that only at other MMORPGs with similar classes and our thiefs compared to them just seem slow like snails, very unagile and partwise clumsy. in other words just simply unfluid in their complete gameplay… but thats just simply my impression.
This class wastes massively its potential to be a very cool and fluid to play class that uses all of its possible abilities in the right way how they should be used in the best way to make the gameplay of the thief as fast paced and fluid as possible.
One should get really the impression of them in the game, that thiefs are in GW2 by far the most superior swift and agile class of all., because this is it what they should be. Its the thiefs absolute trademark to be extremely fast and have a dexterity that is way beyond of that from other classes as like that of a warrior for example, which are in exchange for that superior in dealing direct damage and defense abilities on the other hand.

Their support skills suck currently hard. Other skills then shadow refuge for support they don’t have. They have basically NOTHING with that they can support others very good in battles, unlike a guardian or a warrior. Stealth is their main support ability only and in that they should be clearly superior compared to mesmers with their lousy mass invisibility/ veils (but thats an other topic)

Their underwater skills mostly suck, because of half of their skills instantly not working anymore once you touch deep water and start swimming including basically all of their important traits becoming instantly utterly useless mostly.
Every class with a player that just uses half of their brain facerolling their keybords can easily kill thiefs under water, if they just kite and CC them enough around and keep them in condition spams and/or AoE damage DoT’s like Eles or Necros can do that staying away from them as much as possible, because of them becoming only dangerous under watter, if they get to you in melee range with their spear skills as they are the only skills with that they can deal serious damage under water and survive for quite some time together with the signet of malice

However, I’ve posted just here so far only a top of an iceberg.
I hope that once I’m done with heal skills, elites and especially the changes on traits I’m thinking of, that the whole picture I have about thiefs in mind, that it should become much more clearer to all of you what I’m trying to express here, what the thiefs in GW2 should be more like of and how they shouldn’t be.

PS: once I find time in the next days, I’ll post an updated version of my currect suggestions and post then further with changes about the Healing skills, as this is the quickest section naturally ^^

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside