Idea to improve both D/D and P/P

Idea to improve both D/D and P/P

in Thief

Posted by: sorrow.2364

sorrow.2364

There is something which really doesn’t work about those sets. That thing is the dual skill.

In real life, if you are running a condition build, then you want to use D/D but only for the dual skill, since the other ones are useless to you (probably only CnD is an exception, but it is useful in every build). If you’re running a power build, then you will rarely use #3 skill because the damage is really poor.

Same applies to the dual skill of P/P, it just looks like they misplaced them.

So, my idea is to increase the damage of Death Blossom and make it stacks vulnerability instead of bleeding, then add a short bleed/torment to unload on every pistol hit (3s, maybe).

Ta dan. D/D, P/P and condition builds are now viable.

Idea to improve both D/D and P/P

in Thief

Posted by: evilapprentice.6379

evilapprentice.6379

Why not just “Swap” the abilities in spirit?

Dagger Wave – 6 init, range 600 – Throw a multitude of daggers are your opponent, causing vulnerability, weakness or cripple (one, randomly) on critical hits (does direct damage)

Death Blossom – 4 init, range 130 – Leap into the air and spin about, shooting everyone around you and causing them to bleed (same functionality as current DB)

Not perfect, but should be easy(ish) to implement and would make both sets at least marginally better.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

Idea to improve both D/D and P/P

in Thief

Posted by: RedSpectrum.1975

RedSpectrum.1975

In real life, if you are running a condition build, then you want to use D/D but only for the dual skill.

I wish I could death blossom in real life:/

Shawtell, Zen Verani, Rayshia Howen, Iyado, Colace Nzoir, Arteel Fyrien [Teef]

Idea to improve both D/D and P/P

in Thief

Posted by: sorrow.2364

sorrow.2364

Why not just “Swap” the abilities in spirit?

Dagger Wave – 6 init, range 600 – Throw a multitude of daggers are your opponent, causing vulnerability, weakness or cripple (one, randomly) on critical hits (does direct damage)

Death Blossom – 4 init, range 130 – Leap into the air and spin about, shooting everyone around you and causing them to bleed (same functionality as current DB)

Not perfect, but should be easy(ish) to implement and would make both sets at least marginally better.

Well, adding a condition application to a skill is insanely easy to implement.

Also, I don’t feel that melee on pistols and ranged on daggers as dual skills (the most build-defining skill) is a good idea. It doesn’t fit their design.