So I’ve been thinking for awhile (I know that’s dangerous but it had to be done) and I think I’ve finally come up with a few possible suggestions to change the way thief is allowed to be played and increase our build options without directly nerfing d/p (Nerfing it won’t magically fix diversity, it just makes us unviable). Here’s my thoughts, feel free to give feedback, agree, disagree, call me a noob, etc.
1) Stealth functionality changes:
So we know one of the biggest hindrances to our build diversity in pvp is the fact that stealth is not a viable defensive option due to its inability to contest points in combat and its generally slower approach to combat. I took some time just trying to think of a solution because it’s a big problem and you can’t just let stealth contest points because we have been there before, it’s not fun. So my proposal is this:
-Make stealth behave the way it does off point in pvp
-When you are on a point stealth switches to being a pulsing blind aura around you (Radius anywhere from 450-600 as deemed appropriate by balance people).
You still retain all of your stealth effects (I.E. regen, damage reduc, etc.) but you are “visible” as a shadow running around on point with a blind aura pulsing every second (Unblockable btw, we don’t need guards and scrappers to counter us more) This now allows you to capture/contest points in stealth so you can utilize it as a defensive tool in builds.
- Stealth no longer stacks in pvp. It would be applied at a 4-5 second base (Upgraded to 5-6 seconds with shadow arts) and if stealth were re- applied it would only reset the stealth timer.
- Shadow refuge would then be changed to constantly apply the 5 second stealth until you leave in which case you would lose the stealth or it ends and then your stealth timer counts down. In order for the skill not to be complete garbage after the change it would become a more supportive skill giving a 33% damage reduction to all allied units inside it and pulsing a 1.5k heal to 2k heal every second and have it’s radius increased slightly so that you have a little more wiggle room while utilizing it’s positioning. and while inside SR you would be unable to be revealed except through dealing damage. (Scrapper reveal and dh trap reveal would not work until the refuge was gone for example)
2) Weapon skill changes
a) Sword/Dagger
-AA 1 and 2 of the chain buffed by 5%
-Infiltrator’s strike damage buffed by 5%
-Infiltrator’s return is now instant cast but cannot be used while cced (This is done to prevent it from being a “perma stun break” tool so counterplay is still heavily existent, but thief’s quick reactions are rewarded by actually avoiding stuff by porting away)
-Jump cast on sword 2 made a function of the skill to increase the versatility of the set and the skill. Forces people to make the decision of leaving a safe return point or chasing aggressively and possibly getting caught out with no escapes.
- FS now cycles into LS after casting every time (It’s basically just reverting the nerf that imo was completely unjustified for the set) If that’s too much just have it cycle off of blocks and hits (Your still technically hitting something when you hit a block, your damage just doesn’t go through)
b) Dagger/Dagger
- 3 has bleeds removed and replaced with weakness for 3 sec on each hit. This allows the set to focus on a combination of evades, weakness, and stealth as its defenses. Skill damage is still kept low so it doesn’t become a spam to win button for thieves.
- CnD has a blind attatched to it on a successful hit (This is just for oh dag in general but I thought it best to put it with this change list)
- 3 Given a 1 second stealth after the skill to help the set drop targets and aggression easier (This is optional, I thought it may be a cool tool but if you all think it’s a bad idea I can scratch it off the list)
c) Sword/Pistol
-PW wind up reduced to 1/2 second from 3/4 (I don’t know much of what to change for this set outside of that as it will be buffed by the changes to other parts of the kit.)
3) Trait changes
-SoH recharge reduction made baseline on thief and the daze moved to replace preparedness as a minor trait
-Preparedness baseline (Initiative costs are already balanced around that anyways)
-Bountiful theft moved to GM trait
-New master trait added to increase damage done to foes by 1% per boon
I will probably add to this list later but for now I need to go. Have at it, if there’s stuff you like in here let me know so we can push some changes for thief. If it’s just lots of bad ideas, give me some alternatives or feel free to tweak some to a more balanced approach. Either way, let’s try to be constructive and have a meaningful discussion.