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Posted by: NinjaEd.3946

NinjaEd.3946

I’m only suggesting this because its a really old skill that I think needs an update in role. Its just boring to watch fights reset with this skill’s potential.

Changes
-Reduce initiative use to 5
-Increase damage significantly, with bonus damage against low health targets (25% to make the health mark more tedious but rewarding with a good boost in damage).
-Change projectile to create smoke field on SUCCESSFUL HIT at target’s location.
-Increase field radius slightly.

Reasons:
-Harder use so reduced cost to not be so punishing if you miss.
-Now has role for p/p and s/p giving them a “finisher” skill rather than utilizing AA.
-Limits ability to use this skill to maintain stealth during combat without momentary exposure.
-With field no longer being at your feet, increased radius so you can get inside of it quicker during combat.

-(Main reason) to prevent #5-#2 spam as a means to maintain high stealth and reset a fight. If you blast several cooldowns to do so, that’s fine it comes at a cost. #5-#2 spam is to cheap to maintain and leads to dull gameplay.

Thoughts?

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: Asur.9178

Asur.9178

There are better ways to nerf D/P, without completely breaking S/P.

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Posted by: Ramoth.9064

Ramoth.9064

There are better ways to nerf D/P, without completely breaking S/P.

This would buff D/P significantly, with the only thing you lose out on is a P5, D2 for disengage.

If you’re in range and you use P5, your D2 will likely jump into the field to get the stealth anyways, except now you get a damage buff.

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Posted by: NinjaEd.3946

NinjaEd.3946

That is why I suggested splitting how bps would deal damage, don’t just give it a flat damage increase across the board, but as it stands (for non d/p builds) its mostly used for the on-demand stealth and in rare cases the enemy is stupid, for the blind field.

S/d has a gap closer but sometimes you want to get a shot off, for power builds, without putting yourself out by them which this “finisher” effect could fill. For p/p, it has no skill that packs a single punch, and unload spam is bad enough on it. As for d/p they already have 2 gap closers so a ranged punch does buff it a little but the removal of a smoke field at your feet to disenguage pushes that off so atleast the thief is staying in the fight to use BPS in that way.

I’d like to see BPS used as a combat tool not as a disenguage/reset tool. I thought of what it would feel like by just removing the smoke field at your feet and to be “on-hit” only but it felt like a rather large nerf to a build a large population tends to like. I’m no developer but I don’t like to see builds get destroyed, just get rid of their lazy mechanics and if its a noticeable nerf, give them something in return.

Perhaps they can have BPS deal moderate damage (in the range of Heartseeker stage 2) and have it auto crit if your target is below 20% health. Damage buff doesn’t have to be massive, but some compensation for removing their on-demand stealth seems only fair imo.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

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Posted by: Ramoth.9064

Ramoth.9064

Skill 5 usually tends to be a utility heavy skill, and I think P5 fits its role suitably at the moment.