This is a repost from another thread, as I feel the topic got derailed a little.
Here some specific balance suggestions that may make the game more enjoyable without changing builds entirely right before PAX (so yeah, I am not saying these are perfect, but the more in-depth changes could be done and tested thoroughly after the tournament):
- Dhumfire and Incendiary Powder
I believe that burning in general is way too strong in terms of damage, because it does meaningful damage without the ramp up time that conditions should have to deal meaningful pressure. The potential damage, the randomness and unavoidable nature of this source of damage is a critical issue
I suggest that, due to the time constraints we face with PAX, this trait to be changed to only proc from your basic auto attack chain. The reasons for my change would be that burning proccing from an attack that already deals 3 other conditions makes it incredibly hard to cleanse and that you’d now have a reason to counter a specific attack in order to avoid the burning for as long as you can without completely taking away the RNG nature that you apparently want to keep in place.
- Terror
The way condition damage dealers operate is simple (well, the viable ones like engineer and necromancers). You stack on the condis for huge potential damage with as little time commitment as possible and then you spend all your excess time preventing your opponent from cleansing your conditions and evading their meaningful damage. You disrupt their combat flow, while your damage is turned from potential damage into as much actual damage as possible.
Repeat this over and over till they die.
Based on the above, you can see that a CC tool like fear does exactly that. It disrupts your opponent’s flow, so that your condis can tick away. Fear is a very powerful and punishing tool, just like all the knock backs, dazes and stuns of the Engineer.
Since “Terror” makes you double dip on this mechanic, I would like to change Terror without destroying it in the process by making Terror deal damage only when fear is removed. While they are feared, your condis deal sufficient damage already, because you eitehr can’t cleanse them or because you can not pressure your opponent. If they break fear in order to be able to regain control over the condis placed on them and the fight, you are rewarded with some extra damage from fear (this would have to be a single fear tick and could also be expanded to deal damage directly if the target is immune to fear through stability, something that necromancers have complained about)
- S/D Thieves
Everybody likes to complain about S/D Thieves nowadays. I have never seen a weapon set become so hated after it was severely nerfed, but nobody seems to stop and think as to why that is.
Take what I say with a grain of salt, as while I play every profession, I consider thief my main and thus I can not entirely discard bias on my part, but it is incredible how much stronger Thieves feel when the team has a necromancer and an engineer, simply because they can act freely due to these two classes being the bigger threat and the focus of the enemy team’s attention.
The CC and the AoE pressure coupled with the high potential damage of these two classes are the main culprits here in my opinion.
You can take the same S/D thief and put him into a group composition without a necromancer and an engineer and you will see him become substantially weaker.
Regardless, my suggestion is simple. Flanking Strike needed its tracking improved, because it was broken, but this was taken too far, as it is now essentially a gap closer with an evade. Remove the gap closing capability of this attack and make it a channeled evade while you perform the attack.