The new traits have been released and I am very happy with most of the thief’s new traits. Only one trait seems a bit out of place, and the winner is:
Assassin’s Equilibrium (Acrobatics): 1s stability on reveal.
The only “disappointing” new trait for several reasons:
1) It seems misplaced: Builds with high acrobatics uses evades rather than stealth as a defensive mechanism as no other traits in this line are actually stealth related (except for fleet shadow, but that trait is pretty broken). It would be a better fit as a second grand master in the Shadow arts line.
2) It doesn’t seem very useful. It is a 1 sec stability, however to proc it you need to use at least 2 skills: a skill that grants stealth & a skill to break the stealth. That seems like an awful lot of preparation (and initiative cost) for 1 second of immunity to cc. It can thus not really be used accurately against incoming cc. Furthermore, the whole point of stealth is that the player doesn’t know where you are. When you break stealth with a backstab the player will see you (reaction speed maximum at .15 s) and first dodge (.75s) in order to avoid more high lethal crits (heartseekers), then try to stun you to pin you down and release burst. By that time, with the fastest reaction speed, there will be 0.1 s of stability remaining (boon duration allows for e.g. 0.4 sec remaining), making it unlikely to prevent any CC. In same other situation it might save you, but those are few, and spending 30 points on a trait that only helps you in 1 of 20 encounters seems a bit off.
What to do to make it better:
—>Increase the stability duration. Asking for stability during the complete revealed time would likely be encountered as too powerful, as the “Stealth-is-OP-community” will explode if thieves can theoretically either be invisible or un-cc-able (practically this will not be so easy). A slight increase to 2 sec, allowing it to go to 3 sec with boon duration would place the stability more in the time window in which players will try to CC you, and can ensure a safe getaway. Even then, people playing a stealth build (d/d, p/d or d/p) will likely not be inclined to go this far into acrobatics since it will go at cost of dps.
That is why I propose it to be replaced by a different trait more in line with the acrobatics trait line: several suggestions:
1) Remove a condition every time you dodge (cooldown 5s) giving thief more access to on demand condition removal, which is a bit lacking if not running a stealth build.
2) Remove a condition for every evaded attack (cooldown: 10s). This will allow the thief to use dodges as well as some weapon skills (with evasion) to cleanse themselves of conditions when actively engaging in a fight. This trait will allow thieves to be stronger against the condition meta (e.g. engineer doing many conditions with many hits, grenades). It seems like a very strong trait but the cooldown can be played with in order to balance it.
3)Adding stability (1s) after a dodge roll. This allows for a more accurate application of stability and allowing you to survive more than one CC (since you can dodge the first and are immune to the second).
4)When you dodgeroll, you roll twice as far (same evasion time frame, just faster speed during the roll). This would give a lot of increased mobility (land speed) to the thief class and the acrobatics line.
Let me know what you think about these idea’s!