I have some thoughts about thieves dagger / dagger skill, Death Blossom.
First of all … the bleeding duration. Ten seconds base is just too long to actually be effective. Sure, it meshes nicely with +% condition duration, but really … anything more than 5 seconds in a competitive environment becomes more and more of a waste simply due to passive condition removal. You’re only going to see effectiveness with it against inexperienced players.
Second of all … it’s evasive duration. Out of all the evade skills thief has such as short bow #3, sword / dagger #3, and then dagger / dagger #3 … this is the only skill that doesn’t evade immediately upon using the skill, furthermore, it doesn’t even evade for the entire duration of the skill compared to it’s counter parts. Even pistol / dagger is superior because it’s a very fast animation and it shadow steps you away from target, most times, reliably.
And last of all, it’s reliability in use … the movement it has seems like it could use a little bit of work. Sometimes it’s really hard to judge when and where to use it because of player movement. You could cast it right next to them, but if they simply move away or are in movement while you cast, it tries to attack as if they were still right next to you even though they’ve already moved. It doesn’t seem to have a similar feel to it that heart seeker does. Not that it should behave the same way, but it’s behavior sometimes feels a bit erratic and makes it hard to judge what an optimal distance to use it actually is.
Suggestions that likely will never be implemented and I’m really just wasting my time here on the forums … are as follows:
1. As far as bleed stacking is concerned. Cut duration in half and do one of the two following things. Either 2x bleeds per hit landed … or … 1x bleed and 1x torment per hit landed, both at 5 seconds. I’m sure people would cry super OP and imba if the latter were chosen, but truthfully, thieves have issues with layering conditions competently anyway.
2. Evasive time needs either of the following. Either make the 1/4th of a second evasive duration start the moment you dump initiative into using the skill … or … simply make the evasive time match the skill itself. I don’t mind the 1/4th second duration … what I do mind, is draining initiative, starting the attack, and then being CC’d before I’m actually evading, thus wasting initiative for 0 damage.
3. I don’t know what to suggest for it’s movement issues. Really, if the first two were fixed up, I wouldn’t say that the last issue is really that much of an issue. It just sometimes behaves irrationally. It’s the combination of everything that makes it so much less effective in PvP overall.
Final notes unrelated to death blossom, but still dagger offhand. How about giving #4 a little love? Like a short duration stack of … something? I can’t remember the last time I actually used that skill. It’s just … bad.
(edited by Jesiah.2457)