Hello guys,
first of all i would say the patch is actually pretty good, but what they did with the thief is something very, very odd.
Let’s start
Mug
This is probably the most odd one.
I know you want to increase thief sustained power and give him more survivability, but what you did to Mug makes little to no sense.
No, i’m not talking about the damage ( no crit for mug) since we all know you wanted to reduce thief burst and i’m not going to disagree/agree with it, but i’m talking about the heal.
It now heals for 2 k.
WHY OMG.
Steal is usally used for the burst combo, mostly used at full health after roaming.
A thief will never take advantage of the heal, as long as it is on a 45 secs CD.
If you really want to make steal help thief survivability, having it on such a long CD makes no sense: make it part of thief sustained damage combo and reduce DRASTICALLY its CD, since a 2k mug damage ( after nerf, and in full zerker gear and glass cannon build) is hardly gamebreaking; it could have been pre-nerf, now it’s totally worthless.
Signets
Ok, you made signets overall better across all classes.
But now assassin signets makes no sense.
I do ALMOST THE SAME DAMAGE with or without the activation, and since now i can no longer benefit from crit damage from mug ( which was a HUGE part of our burst).
Now if i activate the signet not only i do almost the same damage with my burst combo, but i’ll also lose a flat 180 power for my following damage for 45 secs.
Seriously, no.
Signet of shadow is still horrible, inf signet is still redundant and altough ( maybe) signet of agility buff will open up more builds, maybe with soldier amulet ( especially with S/D), without buffing base damage/adjusting damage trait power scaling, unless we go FULL GLASS we can’t deal decent damage like other classes.
Shortbow
Crazy nerf. This was really crazy.
Now no decent opponent will ever be hit by trick shot, even if stay on the ledge spamming there’s no way to make it land as long as your opponent moves.
And no, it won’t make me choose P/P instead, because inf arrow is still the only thing able to make the thief a good roamer ( and allows me to travel in z-axis at will).
You just outright killed thief effectiveness in team fights ( something which was already underwhelming).
With no compensation.
S/D
Good change, but S/D is still bad. Surely not because of the added utility from Flanking strike, but due to OH dagger being USELESS and due to Tactical Strike not being rewarding enough when compared to other stealth skills ( especially backstab).
Dancing dagger is not worth the initiative spent ( bad damage, bad utility), C&D deals bad damage ( bad damage, good utility, ini expensive) and is a good part of the set.
The set, moreover, suffers of thief main problem: damage scaling.
Unless you go FULL GLASS, damage is very poor: you need at least 2 damage trait multipliers ( grandmasters) and there ABSOLUTELY NOTHING in our traits for the sword.
Moreover it’s a very, VERY slow set.
Haste
Haste is the more punishing among quickness punishments. We lose all endurance and have slower endu regen for a while, meanwhile wars and ranger had all their debuffs reduced by 50% ( heal/damage).
It makes no sense.
MAKE IT TO LOSE 50% ENDU AND 50% SLOWER ENDU REGEN, like other effects.