Initiative changesWhat these changes intend to do is to increase the power of every single thief build that is not running these traits, and to ever so slightly reduce the maximum amount of initiative you can have per second if you min/max those traits.
‘Every single thief build that is not running these traits’ is a scattered collection of leveling builds from before players have access to Master level traits. You would have to bend over backwards to construct a (terrible) build at level 80 that does not include some of these traits; they are present in 4 of the 5 trait lines and are mandatory minor traits in 2 of them.
Many of these trait changes will inflict minimal damage. Slashing Quick Recovery makes investing deeply in Acrobatics for Quick Pockets less appealing, but isn’t going to exclude any play patterns (you’ll still take it on the way to Quick Pockets if you need tons of initiative). Reducing Kleptomaniac from a useful amount of initiative to a useless amount of initiative will eliminate a lot of the incentives to use your steal for initiative, but that was a marginal play that, again, increased base regen will more than make up for.
The one poised to inflict major damage is the sledgehammer you took to Opportunist. That trait is a big part of what makes thieves work against dungeon bosses – because when you are able to continuously attack a foe, it gives excellent initiative returns, giving you some ability to DPS and not just be a burst class. At the same time the proposed change is not a big deal in PvP, where it is so much more difficult to land attacks at all. Given the relative strengths of the class in PvE and PvP, making a trait change that is mostly horizontal in PvP (removing some gameplay and making it less interesting, but minimal power impact) while massively negative in PvE is in general a really poor change.
You should take a hard look at Opportunist before you decide to sledgehammer it.
In general, however, I consider this to be a good direction to move in, if in need of a lot of work from the initial cut.
Infiltrator’s Return
1) It stops you from using this skill while stunned, which puts more burden on Sword/Dagger thieves saving their stun breakers.
I won’t speak for sPvP where rolling around with #3 is (was?) a big deal, but in WvW the ability to blink out while stunned with Infiltrator’s Return is the entire point of running a sword in the first place. It is what allows you to play aggressively in a large fight – you cannot reasonably wade into melee as plan A if your only reliable escape is on a 50 second cooldown.
Blinking out when stunned is not a corner case in WvW – it is the core case.
I don’t think it’s a terrible change on its own – because such a reliable escape is kind of silly – but with the loss of larcenous strike sword doesn’t exactly have anything selling it anymore. The weapon is going to need some work after the beating it’s getting two patches in a row.