So why do we choose to ignore it?
Not so small Thief Suggestion
So why do we choose to ignore it?
Longbow
I have felt the Shortbow was just too clunky for its own good with its array of AoE skills and often close range. I decided to change it out for a Longbow which keeps many of the same effects however allows a longer range at which to utilize them to partially counteract the clunky feel. Also it has a unique chain attack to make it feel more effective at long range at the cost of initiative regeneration rate. A new skill in slot 3 was introduced to counteract this however (if the circumstances are met) which was a re-imagination of Trick Shot which we all love.
Skill(1):
Chain Skill:
1. Opening Shot – Shoot an arrow at your foe. (0 Initiative)
2. Follow-up Shot – Shoot another arrow at your foe that moves twice as fast. (1 Initiative)
3. Final Shot – Shoot a final arrow that moves twice as fast and deals extra damage. (1 Initiative)
Skill(1):
Stealth Skill:
Triple Shot – Shoot 3 arrows at your foe. You remove a boon for each arrow that hit. Nearby foes all lose the same boons. (0 Initiative)
- Effect Range: 600
Skill(2):
Cluster Bomb – Fire a cluster bomb at target area. Detonate in midair for multiple explosions. Moves slower than normal. (4 Initiative)
- Slightly faster than the current version to compensate for added range.
Skill(3):
Leeching Shot – Fire an arrow that bounces on impact damaging struck foes. Gain Initiative per foe struck. The same target cannot be hit twice. (4 Initiative)
- Initiative gain per foe: 1
- Max bounces: 4
Skill(4):
Choking Gas – Fire an arrow that fills the target area with a poisonous cloud that dazes foes inside. (6 Initiative)
- 4s Duration (5 pulses).
- Poison 4s each pulse.
- Daze (1/4s) on 3rd pulse.
Skill(5):
Infiltrators Arrow – Fire an arrow and shadow-step to the target area, blinding(5s) nearby foes. (6 Initiative)
Rifle
To feel unique to the Thief I had the idea of specializing instead on types of dangerous ammunition (like the pistol above) instead of focusing on unique skills. This idea, in my opinion, ended up turning out quite well as it allowed the ability to have a high initiative consuming attack which could deal lots of damage while still synergizing well with the rest of the bar. As such, only one effect can be activated at a time and they cannot be stored out of combat for more than 30s.
Skill(1):
Precise Shot – Aim a shot at your foe. Increased Critical chance per point of initiative.(0 Initiative)
- ~1% increased critical chance per point of Initiative.
Skill(1):
Stealth Skill:
Heavy Round – Your next Precise Shot Knocks Back your opponent and causes vulnerability. (0 Initiative)
- Vulnerability; 5 stacks for 5 seconds.
- Knock Back Range – 450
- Channel time: 1.5 seconds
Skill(2):
Obsidian Round – Your next Precise Shot applies Cripple and has a 100% finisher chance. (3 Initiative)
- Cripple 4s.
Skill(3):
Poison Round – Your next Precise Shot applies Poison and has a 100% finisher chance. (3 Initiative)
- Poison for 5 sec.
Skill(4):
Deadly Shot – Channel a shot at your foe that deals more damage the more initiative it consumes.
*Base cost: 5 Initiative.
- Max channel time: 4s. 1 Initiative drain per pulse. 2 pulses per second.
- Beginning the channel breaks stealth. Cannot move during channel.
- Max Range: 1,500.
Skill(5):
Smoke Canister – Drop a smoke canister that explodes a second later granting stealth to allies within range. Dropping a Canister while in stealth reveals you. (6 Initiative)
- Fuse Time: 1 second
- Radius: 180
- Stealth Duration 3s
- Blind (3s)
The Reason I included a Longbow and Rifle suggestions in this was to give some suggestions for a 1200 Range option for the Thief which it currently lacks as I’ve seen an increasing amount of these comments. I removed the option for a Shortbow simply because it would just become redundant with Pistols, Longbows, and Rifles. Also, I just personally prefer the Ranger to be the Master of the two bows. I’m aware that there is a 99.99% chance none of these changes will ever be implemented. Especially something so drastic as add/removing weapons. Most of them were just thoughts that I took off with when I was writing this up.
Steal
I love steal so much but there are times and weapons I just do not feel like it has any remote synergy with. I want to suggest an alternative form of skill you can swap it out for (like swapping a utility skill) that has a better synergy with the ranged aspect of the profession. While also promoting preemptive actions of the Thief before battle.
Anchor – Drop an anchor at your current position. (Lose all Initiative)
Return – Return(shadow-step) to your Anchor. (Lose all Initiative)
- Max shadow-step range: 1,200
- Red Line to appear under skill when out of range of Anchor.
- Small but visible to enemies and therefore can destroyed if targeted?.
- Shares recharge with Steal and traits could be made to have some effects on this skill as well as Steal.
So why do we choose to ignore it?
(edited by Sco.9615)