Hello,
I’ve been lately thinking about thief class and Initiative in general, checking some stuff, doing a bit of math (I’m a number junkie addicted to theorycrafting, what can I do) and I think I there are a couple of inherent flaws in the thieves Initiative system. Bear with me.
We all know how it works, but for those who do not, a quick description: Each weapon ability a thief has costs a set ammount of Initiative (Init) that must be paid to get a certain effect (fire up the skill). In turn, thieves have no cooldowns on their weapon attacks.
What this does, is it sets a constant Cost:Effect relation which is the same for a certain skill in a certain build (some builds may increase the effect of some skills and thus change their Cost:Effect relation). In case of damage skills, this leads to certain abilities that have the highest Effect for Cost rewards being used constantly because of the lack of cooldown.
This, in turn, leads to spamming these abilities and only these abilities. And honestly, why should a thief not spam them? They are directly penalized by not spamming high Cost-to-Effect ratio abilities by not doing as much with their initiative as they can. This is the reason behind Pistol Whip-spam or Heartseeker-spam builds. These are builds using the initiative to it’s fullest. But they are also the reason behind whine and flame that thieves are “one trick ponies” or “single skill gimmick” type of class.
These builds are also the reason for frustration among some thives that they are penalized for using a variety of abilities instead of spamming a single, most efficient one.
So, did noone suspect that giving a class a resource that substitutes for cooldown will lead to spamming of high Cost : Effect abilities unless something else is sorely needed to apply a certain condition or movement effect? I guess noone did.
What can be done about it? I wouldn’t have come here (a forum which I deem to be extremely friendly and constructive compared to many others) to write this wall of text if I didn’t think I might know the answer, wouldn’t I? ;-)
Take note however, that my proposal for a “fix”, as I may call it, won’t do any good unless skills will have more or less balanced basic Cost:Effect ratios. For now, this is not the case. I don’t know if Heartseeker or Pistol Whip are too strong (hard to compare raw numbers in a game less than a month old, when the only more or less bug-free, well thought-out class with a working melee-damage build of similar damage:support:control proportions is a warrior and he deals no less than a thief if not more, with more survivability), but other abilities are certainly weaker – at least quite a large portion of them.
To apply my suggestion, abilities would need to be better balanced across the board – otherwise we may restrict what is right now the only reasonable thing to do. Have this in mind while reading further.
Before I give you my thoughts, let’s see how do other games do it.
Well, our Initiative system is similar to an energy-based system. Instead of relying directly on cooldowns, these systems employ a secondary resource to limit ability use. At it’s core, such system is made to promote smart ability usage instead of keyboard bashing to use all the availible cooldowns to deal damage (in GW2 case: use up all you’ve got smart, switch weapons, use up all you’ve got smart again in a window of 10s in which you cannot switch weapons, switch up, loop). This core idea doesn’t seem to apply right now – it doesn’t promote smart ability usage, it penalizes it by making thieves “waste” Initative on suboptimal moves. Unless we assume that “smart ability usage” means “spamming the ability with best Cost:Effect ratio”.
So, in general game mechanics across the board, we have:
1. “Gated” energy systems that decrease regeneration rate of the resource with it’s usage. So if you have 50% energy, it regens a lot slower than if you had 75%. This is not a good system – it doesn’t increase variety – it just promotes spacing of ability use in time. Solves “spamming” by “not doing anything but auto-attacking”, but doesn’t really encourage you to push other buttons than the effective one.
2. We have “combo” systems that rely on yet another resource which forces the player to use different abilities to accumulate “combo points” to fire up other abilities. Why this sucks we all know (at least those who played Rogue in that other game) – this doesn’t increase variety – it pigeonholes the player into using “the only right” combinations that devs layed out for him, +/- some proc-based effects.
3. Last, we have a semi-cooldown system that prevents abilities from being overused. This may be good, but it kills the energy design and is against the idea ANet has based the thief upon. Let’s look further.