Right to it;
DA
-Dagger Training: Having a dagger you already have a very quick AA which applies poison, why would anyone think a 2 second application will be worth picking? This trait would of been a perfect opportunity to give d/d something over d/p like OH dagger skills costing 1 less initiative or increased attack speed per dagger equipped.
-Trapper’s Respite: Good trait for power or condition using HiS to set up a backstab or condition overload, although I suspect a nerf eventually given how powerful a 3 second immobilize is.
-Improvisation: There was a long ago post against this idea and sure enough it came to the same conclusion anet did, nerf stolen skills because of this trait. I’m sure more stolen skills will be nerfed before this trait is finally discovered to be the culprit but hopefully not.
-Potent Poison: 10% is simply not enough. Whether they increase the damage portion or instead modify the -healing effectiveness for applying poison, this trait being a GM for only 10% is pathetic. Poison is now a stacking condition so it already was nerfed, this 10% is hardly noticeable.
CS
-Ankle Shots: As if a nerf to pistol was thought impossible, they decide to limit the only damage bonus that p/p had to only apply to crippled foes. Not sure who at the office had it out against p/p but the removal of ricochet was bad enough, now the 10% indefinite bonus is gone as well. Really should bring back ricochet and fix this trait to give a flat 10% damage bonus or at least implement ricochet into unload since that is where the trait was needed most.
-Practiced Tolerance: It used to be a great trait to pick for some added survivability and for some reason it was flipped to go full dps. There were far to many nerfs to thief defense in this patch, we did not need more critical damage/chance modifiers.
-No quarter: Neat idea, but seems like it came out of nowhere to fit the CS theme of full zerker. Not sure if infinite fury was a wise decision but not my call.
SA
-Concealed Defeat: Awesome to see a deception recharge reduction but it is right along side Shadow’s embrace which is the best condition removal thief has. Seems odd to not let people pick 2 adept/master traits anymore.
-Shadow’s Embrace: No reason to of nerfed this trait, please revert.
-Last Refuge: Now that it is a major trait, we should take a poll on how many people bother to use this and realize it is still poorly designed. Auto stealth by any means is a poor design given the reveal mechanic.
-Shadow Protector: Not sure why the regeneration duration was severely cut just to have the pre-regeneration effect removed, why couldn’t the trait just have an ICD of 10 seconds? 3 seconds is extremely short especially for a master trait.
-Hidden thief: Maybe I’m just greedy but blinding powder on steal was pretty neat to have and actually gave a nice little counter for enemies when they see a thief disappear and suddenly they are blinded from a distance (obviously they are on you now). Would be nice to of kept it the way it was given it’s defensive qualities and counter response.
Acro
-Fleet shadow: Still see no reason to pick this trait. If I’m really going into acrobatics I don’t utilize stealth and even so the other options are far more valuable.
-Feline Grace: I wouldn’t say I’m entirely against or in favor of the change, but it definitely crippled a lot of builds relying on Acro for their defense. Maybe a little longer vigor duration (3 seconds) would help along the vigor modifier.
-Guarded Initiation: Not sure what logic there is to removing conditions at the beginning of a fight, especially ones that aren’t that threatening at the start. Couldn’t they bring back the trait that was originally suggested to remove 1 condition on evasion with a 10 sec ICD?
-Assassin’s Reward: Still needs a bump in healing power scaling, since spamming weapon skills on a thief is generally a bad idea you either sort of see this trait helping or you’re wiser than it wants you to be and use your weapon skills as a defense as much as an offense.
-Pressure Striking: The only interrupts thief has are tied to power builds (headshot, PW, sleight of hand Vs Bewildering ambush….etc). Not sure who this trait was meant for.
-Trickster: In a tie with bountiful theft, a great trait but just in a very difficult position. I guess its good though to have solid options in the same trait line rather than 1 obvious choice.
-Quick Pockets: Still one of those traits that I have yet to see as valuable in comparison to its alternatives. Perhaps they could bring something new to the table or add to this trait?
That is all, wanted to get this off my mind.
break. I feel like they should be back by now..”