We all know the promises that the elite specializations were given and how basically none of them lived to see the light of day, SO we are stuck with it for however long that may be.
Some professions have the decency to be very viable without specializations but can do much better with them while some core professions are just far to behind in comparison with their elite specializations that they are locked into 2 if not only 1 trait line to choose from making build diversity non-existent.
Daredevil imho is complete toxicity for thief and here is why.
-Directly caused nerfs to acrobatics since the combination would of been too strong, so rather than keeping daredevil from being to strong they decided to make it acrobatics 2.0 and even still, acrobatics falls short.
-Promotes incredibly unhealthy play styles of “spam” behavior. Whether it be d/d evade spam, d/p easier stealth (bound), being near impossible to lock down with UC (not saying they can’t be, but DD is an excuse to say thief can escape easier making it almost mandatory), and even pulmonary impact with headshot spam. Basically DD makes it easier to spam things than before, many of which were already complained about for being unbalanced or flawed by design.
-with thief being essentially locked into trickery already, daredevil removed another trait line selection from builds, drastically lowering build diversity.
LONG story short, I’d rather not see thief as a profession be dumbed down because of this flawed specialization but I’d also like to not see all other trait lines over buffed to only promote the power creep just so they can compete with daredevil. I know other professions face similar but thief is locked into 1 trait line and with issues still with the weapon skills, even weapon choice isn’t that good. Thief needs changes, and although it has gotten some nice changes in small packages, there needs to be a campaign started to get this profession in a healthy light. Daredevil is in a good spot compared to the rest of the professions but as a whole thief is not even close and that needs to change.
Many people have their suggestions on what should change, many are good, but there needs to be action from a developer to sit down and openly talk about thief, preferably a developer who actually cares about thief and isn’t just stuck with the project. Some core things that thief needs changed is
-remove dependency on trickery(and daredevil, but that won’t happen for sometime). At the moment trickery augments steal to be very useful rather than imo, fairly weak. It also 9/10 times is being used as an on-demand interrupt (sleight of hand) which is huge for thief to have. With that however also limits GM trait choice so trickery becomes a staple on every build with little variation in the adept and major trait selection. It’s simple to be perfectly honest, look at the builds that are out there and you will see why they flock to trickery and find a way to eliminate that necessity either through making things baseline or relocating/changing them to actually be optional for build diversity. Even if they are put into a different trait line or merged somewhere for a new trait to try out, just get rid of the current set up.
-Separate daredevil and acrobatics purposes. I’d say acrobatics was here first but really it doesn’t matter, we don’t need 2 (1 obviously better than the other) trait lines that focus on the same effect. Also we don’t need repeated traits like VR and FG in acrobatics, FG already gives us near permanent vigor without thinking about it, and then you have “don’t stop” GM acrobatics VS. Unhindered combatant GM Daredevil. Separate these trait lines and their traits, 1 or the other, needs to be redone entirely (SEE POST BELOW).
-Look at the initiative management of each weapon set and adjust, even if preparedness was made baseline there are still unbalanced initiative costs between weapon sets. Also look into poor performing sets/skills and don’t factor in any traits to see what issues they have. Things like damage, functionality (evade frames, cast/aftercast times, range/speed, etc). This way you can see what the real issues are and rather than forcing people into a path to make it viable but those who don’t go down that route are stuck with a weak skill or build (main culprit, Bound and BPS, there are others though like VA and venoms for utilities)
-Like with all professions….. rework traits/utilities that don’t do any good. Everyone has their lists and suggestions, I’ll just leave it at that.
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)