…. i don’t see how current thief state and how class spells are balanced is justified. At all. Everything about thief is simply lackluster and weak compared to other classes. Inb4: oh this suggestions would make thief OP etc. Thing is, Anet won’t nerf other classes for the sake of thief, so only solution is to “join” other classes.
So here i will keep posting suggestions. Only for core thief, since DrD gets buffed at costs of core build anyway.
Weapon skills:
Backstab: damage is just too low for the requirements (melee, stealth, from behind). Problem is, other classes just have too much access to prot/invuls/blocks/passives/weakness that makes backstab absolutely useless.
Suggestion: damage increased by 30%, ignores protection and weakness if hit target from behind.
Heartseeker: dmg increased by 10%, applies cripple on target with more than 50% HP.
Headshot: additionally applies confusion and slow.
Black powder: grants protection while standing in it. Blinding powder nerf reverted, now ticks every sec.
Surprise shot (sb from stealth): dmg increased by 400%, applies cripple on top of immob.
Cluster bomb: leaves fire field if not exploded.
Disabling shot: remove freaking backpeddaling animation that locks you down and gets you killed. Should also apply chill on top of cripple.
Choking gas: revert to old functionality or nerf engi grenades. Because engis can throw grenades out of stealth w/o punishment.
All sword attacks: remove unnecessary aftercast.
Utilities:
Signet of shadows: should be stunbreak (see ele signet) and drop smoke field on activation.
Shadow refuge: should make immune to enemy applied reveal and grant stability/resistance if traited into SA. The amount of aoe flying around and dmg it does is so asburd that old counterplays (knockback, revealed) are simply not justified anymore.
Shadowstep should grant resistance on shadow return.
Signet of agility: increase radius.
Smoke screen applies 1 sec protection to allies running through it.
Scorpion wire: should get fixed just like magnet. Increase dmg :/
Heals:
Withdraw should remove slow.
Hide in shadows removes revealed debuff applied by enemy.
Signet of malice: apply weakness to nearbly enemies upon activation.
Traits:
Last refuge removed, replaced by light step: you don’t activate enemy traps/marks etc. when in stealth.
Bountiful theft: boons stolen up to 3, steals all stacks and gives all those stacks not just 1 to thief and teammates (e.g. if 25 might stacks are stolen from ele, then 25 might stacks are transfered to thief/teammates). Granting radius increased to capture point radius. Steal should priorizize might over regen/swiftness.
Quick pockets: additionally reduces recharge on weapon swap.
Bewildering ambush: additionally converts up to 3 boons on target to condis.
Sleight of hand: steal doesn’t trigger enemy passives.
Preparedness: removed from trickery trait line, made baseline. Replaced by trait: steal puts random enemy spell on CD (spells that don’t have CD, are put on 5 sec CD).
Dagger training: poison replaced with torment.
Mug: can crit again.
Trapper respite: traps also apply chill now.
Panic strike: also applies slow.
Revealed training: also grants retal for the duration of reveal.
Exposed weaknes: 20% instead of 10%; attacks from stealth are not affected by block/invul.
Potent poison: increases condi dmg on poisoned targets.
Improvisation: healing seed shouldn’t have CD upon use. The recharge chance should be fixed and work only for equiped utilities.
Executioner: apply extra weakness if target is above 50% (arguable under which condition)
Keen observer: chance to daze target on crit, ICD 20-30 sec?
Flawless strike: dmg increase 15%
Practiced tolerance: revert plz :/
Ankle shot: increases range of ranged weapons by 300 units.
Invigorating precision: affects party members (healing for teammates 10%).
Resilence of shadows: revert to 50% or change to 40% at least
Shadow protector: replaced regen with protection.
Shadows embrace: grants 1-2 sec resistance upon leaving stealth.
Leeching venoms: increase healing. Also affects teammates.
Elites:
Daggerstorm: increase damage to match aoe abilities from other classes (ahemmmmmm).
Basi venom: is small aoe on landing the attack now (120 units radius), ignores invuls/blocks/stability.
Stolen spells:
Whirling axe: should be able to cancel spell with weapon swap/stow weapon … and not waste dodge to actually get out of it !!!!!! >:(
Ice shard: drops frield size of choking gas applying chill every sec.
Tooth stab: add direct dmg, increase amount of bleed stacks :/
Mace head crack: apply weakness along with daze.
Consume plasma: gain ALLLLLLLLL boons. Ahem quickness, ahem resistance.
Throw gunk: changed to slick shoes aoe.
to be continued….
[Teef] guild :>
(edited by Cynz.9437)