The title says it all. X/D is pretty rare these days (aside for S/D, which is taken entirely for skills 1 2 and the dual skill and has little to do with the offhand skills), partly because the dagger offhand skills pale in comparison to pistol offhand skills in general, and especially when paired with Dagger mainhand. (S/P and P/P don’t really factor into this conversation, because they both have issues that aren’t related to your offhand choice.)
There are a few culprits at play here, the largest of which was the overzealous nerf dancing dagger and CnD got a few months back. I’m fine with Anet saying “These skills do too much damage”, but not replacing the lost damage with any additional effects left both skills vastly inferior to other weaponset and speccing choices.
The point of this post is to propose some changes (that would only affect PvP) that I feel are fairly balanced and bring something to /D that would make it work taking again.
- Dancing Dagger
— The problem: the skills costs 4 initiative, does fairly poor damage, has a very obvious wind up (“Hmm, I wonder what skill that D/D thief could possibly be using from halfway across the screen?”), and a very slow travel time. In addition, it seems to have very kittenty hit detection – I’ve recently used it on a number of bunker guardians (to eat Aegis, if anyone is curious) just standing still, while clearly in range (I usually wait til I’m closer than absolute max range), and watched it miss or be obstructed by thin air, on targets which were, again, standing still. I’m assuming it has something to do with the extremely slow flight time of the projectile.
—- Proposed solutions:
——A) Speed up the flight time of the projectile. In addition to this either make the skill instant cast, or reduce the Init cost to 3. If the skill is going to keep its low damage, it needs to function as a utility – cripple is a good utility, but not among the best. If it’s intended to help me escape/catch up with targets, it needs to be good at hitting those targets – that can be achieved by being less obvious, or cheaper to use.
——B) Give the skills back 25% of the damage it lost (making it a 25% reduction, rather than 50% from its pre-nerf value). If the skill is intended to be a hybrid damage/utility skill, it needs to do decent damage – the skills current damage is crap for all the issues it has. Having some of its damage returned makes it an alright option in cases where you want to hurt your target and slow them down.
-Cloak and Dagger
— The problem: CnD is a pretty inferior choice for stealth access to D/P’s BP->HS. It can be blocked, miss, evaded, blinded, and so on. It has a .5s cast time, and is fairly obvious when its coming (“Hey, why is this D/D thief right in my face but not hitting me?”). It does poor damage since the 33% nerf, and costs 6 initiative (half of a standard initiative bar).
—-Proposed solutions:
——A) Make CnD unblockable. Before you go up in arms about how thieves already got LS, and more unblockable is unfair to bunker builds, hear me out. CnD is a good candidate for unblockable for a couple of reasons.
-It’s a really kittenty skill to spam. It’s got a high init cost, mediocre damage and grants stealth (which means spamming it would give a theif revealed for no reason).
-Being in stealth does not give the thief access to any more unblockable attacks. It’s not as if allowing CnD through block would suddenly allow the thief to continue to ignore block; Backstab, sneak attack and tactical strike are all blockable. All CnD hitting through block would do is allow a thief to access one of its defensive measures even through block when wielding a dagger OH.
——B)Remove vulnerability from CnD, add 2s Protection, Retaliation and Vigor (Possibly also stability, though I see Stealth/stability stomping being too powerful). Again, before you think to yourself “Did Daecello buy a second account or something?”, hear me out. First of all, I’m not suggesting these abilities be tied to stealth, only that they be tied to hitting with CnD. This means the availability of these buffs is tied into hitting with CnD, which as I noted above, is a very poor candidate for being spammed. With only a 2s base for these 3 buffs, it would be impossible to stack durations to the point where the thief would have these except when in stealth (or for 2-3 seconds when hitting CnD with revealed up). It would give dagger OH spec’s the ability to reposition more confidently than other builds which use BP->HS or rely solely on utilities for stealth, while also punishing mindless team fight AoE spam via retaliation (though admittedly not much), and giving them a small window of increased endurance regen.
pre-ordered HOT at this point,
save yourself the money and don’t bother.