—Acrobatics rework Current traits here.
The staple of this traitline used to be might gain on dodge and boon duration. I’d recommend reimplementing these in some way as well as movement and evade traits.
Adept
Instant Reflex(from stream) (gain evasion for 2s when struck below the health threshold –50%, 40s CD). I think it is too passive. Please remove.
Fleet Shadow: move to shadow arts and merge with Cloaked in Shadows.
Empowering Shadows: Shadowstepping grants 1.5s of superspeed. Whenever you hit someone -while being under the effect of superspeed- gain a stack of might for 8s(0.5s ICD)
Don’t Stop/Adrenaline Rush: deal an extra 10% dmg while moving faster than normal. This can be countered by applying movement slowing conditions or ripping off swiftness.(You literally have to move, not just have swiftness on you) Or:
—Practiced Tolerance #2: convert 7-10% precision(/power) into vitality. There used to be a trait like this in crit strikes but that grants ferocity based on precision now. Acro needs you to be a bit tougher so it fits well.
Pain response: activate only when you have at least 1 condi. Add new dots to the table: torment and confusion. (still removes only 3 condis but from a wider variety of condis)
Master
Vigorous Recovery: gain 2s of superspeed after using your heal. Superspeed heals for ~470 hp (engi heals for 470) per sec. Reveal stealthed attackers for 3-4s if you evade their attack while having superspeed.(reveal part could be added to a minor)
Power of Inertia: successfully evading an attack gives you 1 stack of might for 4 seconds.(short duration because it’s limit it to proccing 6 times a second) Reasoning: evading a lot of cleave in teamfight going to boost up your fight damage while trait staying weak/mediocre in 1v1 situations.) Moreover, non-stealth based thief melts without endurance so you have to hit harder too.
Hard to Catch: keep but add an icon to effects bar when it is back from cooldown.
Reason: it is passive, yes but thief needs something like this. There is also the counterplay of triggering it with 1/4s dazes or using your weak CC first for wasting both the endurance regain and the stunbreak.
Endless Stamina(minor): too weak. It is effectively an extra dodge every 40s with
perma vigor. Rework: increases boon duration on you by 20% as long as you have vigor. (no Vigor effectiveness anymore)
Grandmaster
Vengeful Assassin: Deal retaliation damage whenever you evade a foe’s attack. (as if you had the boon)(damage increased by boon duration)(needs an effect icon)
Inspiring Agility: On a successful evade that is not a dodge roll(weapon skill/utility which is much harder to accomplish) gain 2 seconds of superspeed (only you) and refill 10 endurance to you and allies within a range of 600.(0.75s ICD)
Assassin’s reward:
Heal for ~100 and gain 1s of Regeneration per successful evade with a 1s ICD per 6 evades. (Which would mean u have the potential to heal 100*6=600 and gain 6 s Regeneration every sec but only if you evade 6 attacks.) In addition, gain 1 initiative on a successful evade (3s ICD). (Regeneration is too slow in itself thus it also gives direct healing)
(or buff the numbers but make them affect only non dodgeroll-evades.)
Make superspeed stack in duration please.
Non dodgeroll-evades can be coded as the evades that happen any time except 0 to 0.75s after starting a dodge roll.
All evade traits with 1sec CD should be made 0.75s because all evades last for 0.5 or 0.75s with the exception of P. Whip which is 1.25s(which is more than 1s anyway).
The numbers might need some testing & balancing.
Summary: this traitline is favoring Sword by nature through rewarding evades and shadowstepping while still being acceptable with other weapons. Inspiring Assassin is also offering team support which thief is lacking. Didn’t add much extra endurance because thief has plenty already through daredevil and utilities. Superspeed fits here better than anywhere else in the game. Superspeed is technically Swiftness outside combat hence it doesn’t make roaming trivial. Made the traits less passive and affect your gameplay more.
Quick note here. The 1 dodge every 20seconds mentioned here for endless stamina, should it be buffed to 100%, is referring to a dodge every 20s (40s currently) FROM the trait, not from vigor. If you incorporate vigor, you are looking at a free dodge every 10 seconds, in addition to the base regeneration. In total, you are looking at a free dodge every 5s while under the effects of vigor, should endless stamina be bumped up.
To give a comparison, here are the current baseline stats for Endless Stamina:
Base Regen – 5% = Dodge every 10s
Base Vigor – 2.5% = Dodge every 20s
Base Total with Vigor – 7.5% = Dodge every 6.66s
Improved Vigor – 3.75% = Dodge every 13.33s
Base Total with Improved Vigor – 8.75% = Dodge every ~5.715s
Another note: superspeed should stack duration.
Superspeed and swiftness don’t apply their bonuses while backpedaling or strafing.
Supderspeed is as good as swiftness while out of combat.(speed capped at 133%)
There is no vigor or retaliation themed rune.
Additional Trait ideas:
This traitline could’ve also had a minor trait that changes Retaliation to damage foes when you evade something rather than taking a hit. And then multiple traits which interact with Retaliation.
—A trait that does something when u jump if they fix mid-air immob. Isn’t worth thinking more about it until it’s been fixed. This mechanic at Tequatl is great tho.
I think thief needs more consistant condi clears… currently we just dodge into death.
#Acrobatics
- should offerts more condi clears
- superspeed may be interesning
- instead of invulnarbility, “Hard to catch” should reduce dmg for 50% as on reve
#Shadow Arts
All these buffs make this trait line completly useless… whilst it’s essence of thief DP.
#Daredevil
Offers too much for “outplay mechanism”… landing steal is really hard, even if we can do it after new dodges.
- Stealth + extra dodges + pulmary impact makes duels/fights rng… because it’s all about opening most of the time.
This traitline is supposed to benefit sword thus I moved the traits to enforce taking at least 1 evade trait. Updated Original Post. Here is the old one:
—Acrobatics rework Current traits here.
The staple of this traitline used to be might gain on dodge and boon duration. I’d recommend reimplementing these in some way as well as movement and evade traits.
Adept
Instant Reflex(from stream) (gain evasion for 2s when struck below the health threshold –50%, 40s CD). I think it is too passive. Please remove.
Fleet Shadow: move to shadow arts and merge with Cloaked in Shadows.
Empowering Shadows(new): Shadowstepping grants 1.5-2s of superspeed. Whenever you hit someone under the effect of superspeed gain a stack of might for 8s(0.5s ICD)
Practiced Tolerance #2(“new”): convert 7-10% precision(/power) into vitality. There used to be a trait like this in crit strikes but that grants ferocity based on precision now. Acro needs you to be a bit tougher so it fits well.
Pain response: activate only when you have at least 1 condi. Add new dots to the table: torment and confusion. (still removes only 3 condis but from a wider variety of condis)
Master
Guarded Initiation: remove.
Vigorous Recovery: gain 5s of regen after heal. Whenever you give yourself regen, also get 1.5-2s superspeed. Reveal stealthed attackers for 3-4s if you evade their attack while having superspeed. (there is enough vigor)
Power of Inertia(“new” master): successfully evading an attack gives you 1 stack of might for 4 seconds.(no ICD hence the short duration or limit it to proccing 6 times a second) Reasoning: evading a lot of cleave in teamfight going to boost up your fight damage while trait staying weak/mediocre in 1v1 situations.) Moreover, non-stealth based thief melts without endurance so you have to hit harder too. 2nd version:
—Deal retaliation damage whenever you evade a foe’s attack. (as if you had the boon)(damage increased by boon duration?)(needs an effect icon)(this trait might as well replace a different trait)
Hard to Catch: keep but add an icon to effects bar when it is back from cooldown.
Reason: it is passive, yes but thief needs something like this. There is also the counterplay of triggering it with 1/4s dazes or using your weak CC first for wasting both the endurance regain and the stunbreak.
Endless Stamina(minor): too weak. It is effectively an extra dodge every 40s with
perma vigor. Rework: increases boon duration on you by 20% as long as you have vigor. (no Vigor effectiveness anymore)
Grandmaster
Adrenaline Rush: Superspeed heals for (engis heal for:)470 per sec, and you gain 1 initiative upon gaining superspeed (3s ICD). Or:
—Upper Hand: merged with Swindler’s Equilibrium and modified:
On successful non-dodgeroll evades.(aka weapon skill/utility): recharge steal CD by 1s (1s ICD)(on all weapons) and gain 1 initiative (1-2s ICD).
Assassin’s reward: rework ideas:
—On a successful evade that is not a dodge roll(weapon skill/utility) gain 5 seconds of regen(only you) and refill 10 endurance to you and allies within a range of 600.(1s ICD) Or:
(—Heal for ~150 per successful evade with a 1s ICD per 6 evades which would mean u can heal 150*6=900 every sec but only if you evade 6 attacks. )
Don’t stop: Currently it is pretty passive and is a worse version of Dash. Possible variant:
—Don’t Stop: deal an extra 15% dmg while moving faster than normal. This can be countered by applying movement slowing conditions or ripping off swiftness.(You literally have to move, not just have swiftness on you)
I suppose it’s better to have the boon duration on the minor to free up choices, so I like the second variant less:
—Don’t Stop: boons expire 30% slower while moving faster than normal.
In case of implementing this, change Endless Stamina to +100% vigor effectiveness. This is the equivalent of a dodge roll every 20s if you have vigor all along.
-If left as it is: display the immobilize immunity as an effect on effects bar when trait is ready.(for counterplay)
—Vigorous Recovery would be broken combined with Shadow Protector and Adrenaline Rush. I suggest changing the Regeneration in Shadow Protector to function like current Shadow’s Rejuvenation healing so it would no longer be a boon hence it wouldn’t grant superspeed.