Introduction
Thief was broken pre nerf.
This is my first post on the forum however I have played thief since day one and something I have noticed over time is that thief was rubbish from the get go.
The Problem
Thieves lack a viable mechanic. Look at mesmers for example, on a base level they use there clones for everything their class is built around it. Thieves have steal but the skills that you steal are not incredible, I understand that they are very useful and situational and that good thief players can get great effect from them. However the recharge time is incredibly high for that to be the class mechanic.
Every complaint made about the nerfs received by thieves, shows the issue of a lack of mechanic, as soon as you remove our high dps thieves fall apart. The issue isn’t a lack of damage, it’s that thieves can only viably do just damage.
Possible Solution
The solution is simple give thieves a mechanic. Now a mechanic doesn’t have to be a skill, a mechanic can simply be a system of combat.
It is my belief that thieves should use more disabling moves more knock downs, dazes etc. CC is the way a thieves combat system should play out. This way thieves have greater potential in combat, for example you could be a glass cannon single target stun lock thief, or an aoe debuff support specialist, or a complete lock down bunker whose damage output is low. However can daze, blind and confuse targets to stop the thief from taking damage.
Skill changes
Steal – Effect Changes: Disarms target for 2.5 seconds, applies a smoke field at the target,reduce cooldown of steal to 15 seconds
Trait Changes: Do not change slight of hand, the interrupt is great and the extra second of disarm would give survivability to the thief. Reduce damage of mug to 500 reduce damage of serpent touch to 1,653.
Sword
1 Slash – Effect Changes: Now applies 2 stacks of bleed.
2 Infiltrators Strike – Effect Changes: Applies a 3 second knockdown to target, knocked down will grant a 2 second stability after the knockdown to prevent permanent knockdown. reduce damage to 200 reduce cost to 2 initiative.
3.1 Pistol Whip – Effect Changes: Increase stun to last as long as the attack animations, after the attack target suffers from 3 stacks of confusion and cripple, damage reduced to 9*1000.
3.2Flanking Strike – Effect Changes: Applies 3 stacks of bleed initiative cost to 2
Larcenous Strike – Effect Changes Applies dazes target for 1.3 seconds, steals two boons, initiative cost increased to 3.
4. Dancing Dagger – Works perfectly
5. Cloak and Dagger – Effect Changes: Applies blind
Dagger
1. Backstab – Effect Changes: Front attack now applies bleed Back attack now applies confusion
2. New move Barbed lunge (replaces Heartseeker) – Effect: Lunge forward granting evasion and leave a tripwire behind that applies knockdown and bleed and cripple the trip-line will stay active for 4 seconds even if triggered allowing for thieves to trip an entire group of targets, cost 4 initiative.
3.1 Death Blossom – Effect Changes: disarms targets, increase evasion time to match animation. Reduce cost to 3 initiative.
3.2 Shadow Shot – Effect Changes: 2 second Daze.
4. As before mentioned
5. As before mentioned
Pistol
1. No change
2. Body Shot – Effect Changes : Remove immobilize added 2.5 second knockdown
3.1 Unload – Effect Changes : hits up to 3 targets added a 1.5 second immobilize.
3.2 Shadow Strike – Effect Changes : Added a 2 second daze and a 4 second cripple.
4. Headshot – Effect Changes: Also adds confusion for 3 seconds.
5. Black Powder – Effect Changes: Increase area to 150 increase blind to 3 seconds, reduce initiative cost to 5.
Heal Changes
Replace skelk venom with:
Idle Hands – Effect: Shadow step to your target stealing their healing skill and using it on yourself. Target will be unable to use their healing skill for the next 4 seconds if targets healing skill is on cooldown the cooldown timer will freeze for 4 seconds.
Stolen Items changes
Warrior – Item changes to a hammer knockdown up to 3 targets combo finisher blast.
Elementalist – Item changes depends on the attunment of the elementalist steal the number 4 ability.
Mesmers – Stays the same.
Engineer – Cattle prod Stuns target for 2 seconds
Guardian – Item changes to aura of retaliation grants thief retaliation for 4 seconds
Ranger – stays the same
Thief – Blinding Powder same as the ability blinding powder
Elite changes
New elite skill
Copy Cat – Effect Shadow step to the target copying its elite skill pressing Copy Cat again will use the stolen skill, Copy Cat will still recharge while the thief holds the stolen skill. Recharge 40 seconds.
Summary
Obviously everything here is merely my opinion and I look forward to hearing what people think about thieves in general.