(edited by Lithril Ashwalker.6230)
[Discussion]Trait+Skill Mechanic Reworks Sugg
Skills:
Distracting Daggers
- First off, The Definition of Mantra(a statement or slogan repeated frequently)
- Why do mesmers get to infinitely maintain mantras until used but we cannot equip these daggers but for 25 seconds…which is supposedly to be a physical skill and physical objects? Swap mantras to be maintained for 25 second and allow these daggers to be held indefinitely or just add ours to permanent like the mantras.
- Distracting daggers is hard to use.I do think removing the time limit or extending it warranted. When you use one and a person throws up blocks, the others often go to waste. – babazhook.6805
- Give it 400 range on first chain skill to match Headbutt and were ok here.
- The passive attack is hardly beneficiary even with the added bounce to trick shot on shortbow, increase the passive heal or better yet add an extra heal per condition on the foe when you land an attack. Healing: 132 , 132 passive heal default with 100 extra health per condition on foe per attack. the less conditions on foe, the less you heal by attacking. promotes condition removal in order to shut the thief using this down and removing sustain. Active heal is fine.
- “I would suggest that the passive gets a 15 percent boost and that added to it the active gets “regain 4 Initiative” – babazhook.6805
- Fine as is but add an effect of a first pulse reveal (4 seconds) to stealthed enemies to force tactical gameplay amongst thieves and other stealthers. (just the first pulse)
- Fine as is, just tweak it a little bit, Upon triggering, make it attack the one that triggered it instead of porting to the thief that used it. would be awesome in wvw and spvp for distractions and such.
- Fine as is, but if you stepped on needles shouldn’t you be crippled a bit too? add cripple to it as well.
- This one really irks me to no end. It was popular before the change to LINE OF SIGHT and shadowstepping patches ago. It gave that thief a chance to gtfo and or to hit targets in wvw whilst roaming but now its just a terrain game. change the mechanic to instead of shadowstepping back, to portal back, let it interact with terrain like the mesmer portals (im begging you) and if an enemy triggers it, TELEPORT back to them if you so choose. the shadowsteps are so buggy with this. ALSO add a portal entre and exit icon meant for THIS skill so we know how long the duration is before it recharges as well as if we are in range to portal back(range for both the enemy that triggered it AND ending it early
- Please increased Velocity to match that of Dancing Daggers? and fix it where the enemies getting hit ignore small pebbles because when they do…they stop mid way.
- What holds it back is the unreliabiliy as you mention.
This should be fixed. – babazhook.6805
(edited by Lithril Ashwalker.6230)
Hey i think its awesome that you took ur time listing all these sugestions and in general i agree with them alot :-) i especially like the staff aa one and the staf skill 4 being a short smoke wall.
That said i think some of these changes might be a bit to strong thinking about trickster and escapist absolution here. Both of them see alot of use on the thief as it is (well more or less) and one of the counters to thief has always been and should still be conditions imho so id leave these 2 traits alone as much i would like some more condition cleanse buffing the thief to much will always result in whining and nerfs xD.
The other thing is im pretty sure that needletrap does do bleeding so id ask u to
correct that becuase this might be awesome for developers to read and it should contain accurate information or else it will devalue the whole work u have done.
Im really glad ppl care so much for the game and thief in general to go to such an effort. Good work mate :-)
Hey i think its awesome that you took ur time listing all these sugestions and in general i agree with them alot :-) i especially like the staff aa one and the staf skill 4 being a short smoke wall.
That said i think some of these changes might be a bit to strong thinking about trickster and escapist absolution here. Both of them see alot of use on the thief as it is (well more or less) and one of the counters to thief has always been and should still be conditions imho so id leave these 2 traits alone as much i would like some more condition cleanse buffing the thief to much will always result in whining and nerfs xD.The other thing is im pretty sure that needletrap does do bleeding so id ask u to
correct that becuase this might be awesome for developers to read and it should contain accurate information or else it will devalue the whole work u have done.Im really glad ppl care so much for the game and thief in general to go to such an effort. Good work mate :-)
I try, its like sometimes only i notice things that arent used much in this game. skills and traits barely touched. im still not even done listing some traits yet, btw i meant cripple instead of bleed on needle trap
I think as is Trickster a great trait. I use it all the time for extra cleanse and the short cooldown synergizes nicely. It helps make Withdraw one of the better heals in the game removing up to 5 conditions (4 fixed) with a 14.5 second cooldown.
Signet of malice needs more. I would suggest that the passive gets a 15 percent boost and that added to it the active gets “regain 4 Initiative”
Needle trap is fine. It already has a lot going for it with the Immob and 3 poison 3 bleed. This is VERY powerful. The needle Immobolizes. It does not need a cripple as well. Traited you can get this thing to do 4 poison, three bleed immob, add might and add vuln.
Scorpion wire is a good skill. I use it for interrupt and a cleanse on a short cooldown. What holds it back is the unreliabiliy as you mention. This should be fixed.
Distracting daggers is hard to use.I do think removing the time limit or extending it warranted. When you use one and a person throws up blocks, the others often go to waste.
I like rending shade. The 10 percent is an issue. I would rather see it become “Take 2 percent less damage for 10 seconds on removing a boon” This of course would be cumulative and work with any boon removal meaning if you use a BT and RS combo you get that 10 percent. The raw numbers may need a tweak.
Instant reflexes is fine really. Two seconds does not seem a lot but if you consider what else happens on an evade a whole lot of stuff can kick in. IE this can end up clearing two conditions if traited SE or gaining Regen and ini if traited upperhand and so on. You will also get vigor from feline . 2 seconds is reasonable for an adept trait.
At this point all I see missing, other than the healing skill and 2 elites to complete the core skill sets, is a Shortbow trait. As all other thief weapons have a trait.
Because of its skill set and the latest skill changes to it, I think the Trickery line would work for that, and Pressure Striking could be the one that fits it better, thanks to the reworked Choking Gas.
For example, the base Shortbow has been a little too strong, so it could have its base hits reduced: 2 bounces with Trick Shot for a total of 3 hits, 3 impacts with Detonate Cluster down from 4, and 3 pulses for Chocking Gas.
Then Pressure Striking would bring back that toned down power by beomcing the Shortbow trait, and in addition to the Torment on interrupt that synergizes with Choking Gas, it would add 2 bounces Trick Shot for a total of kittens, 1 impact to Detonate Cluster for a total of 4, and 1 pulse to Choking Gas for a total of 4, making it easier for it to trigger the torment.
Funny thing about scorpion wire, if you use it on players on a slight slope they will fly up in the air and take fall damage, this also occurs with the dragonhunter’s skill. The pulls are similar so it doesn’t seem like it’d be too much trouble to fix the skill if they wanted to.