Hello guys! I’ll try to make this thread as clear as possible and not too painful to read. Also i apologize in advance for the english mistakes i could make. ^^’
So after i tested the Acro line out for few days, i made my own conclusion about it.
Like most of you know already, evade capacity granted by this line have been nerfed a lot.
I personally like the new endurance regeneration just because it limit general evade spam (yet players keep dodging randomly).
While I agree with the feline grace was OP before and encouraged too much brainless dodges, i think the line deserve a bit more survability revolving around the “always on your toes” gameplay.
So here i come with few ideas. I leave my thoughts and explanations about thoses possible changes.
I also hope Devs are gonna take a look at it, this will maybe give them similars ideas.. who knows? =)
PLEASE LEAVE CONSTRUCTIVE CRITICISMS.
PLEASE BE RESPECTFUL TO EACH OTHERS.
THANK YOU.
Minors:
Expeditious dodger: increase <swiftness> from 2s to 3s upon dodging.
+Just to compensate a bit the boon duration loss, especially for the ooc speed move.
Feline grace: same as now.
Endless stamina: Effect of <vigor> is enhance by 50% on you as well as effects of <weakness> are reduce by 50%.
+The idea is to avoid the only defensive mecanic of this line to be completely killed by only one condition. Also compensate the loss of fluid strikes, so weakness don’t shutdown completely your damages as well.
Adepts:
Fleet shadow: gain 2s of <super speed> upon entering stealth [5sec ICD].
+Allow Dagger off hand users quick repositionning using CnD, and also rewarding them with faster movements in combat.
Vigorous recovery: increase <vigor> gained when using healing skill from 5s to 7s.
+Compensate the boon duration loss, and also the nerf of <Withdraw> CD which is the only healing skill use to trigger this trait.
Pain response: same as now.
Masters:
Guarded initiation: Remove <slow> <vulnerability> <Weakness> and <cripple> from yourself when you critically hit a foe while above the threshold [75% health]. Conditions are removed 1 by 1. No ICD.
+Lowered the threshold restriction to make the trait more functional. Added <cripple> to the removed conditions for a better synergy with [Don’t stop] GM trait. Changed functionality from “when striking” to “when critically hit” to avoid multiple hits skills such as dancing dagger to grant a 100% chance 4 conditions cleanse with one skill only.
Swindler equilibrium: same as now.
Hard to catch: same as now.
Grandmasters:
Assassin reward: changed functionality to: when you successfully evade an attack foes around you are blinded for 2s (240 radius, 5 targets). Cannot trigger more than once every 10s. Trigger at the end of the evade frames (dodge roll or evading skills).
+With the actual power creep and AoE spam, i came up with this idea so the thieves going in a team fight at melee range could survive a bit longer (especially since evades capacity have been nerfed).
This will also give the opportunity to thieves playing evade skills such as <death blossom> or <pistolwhip> to put more pressure on team fight without suffering too much AoE dmg.
Upper hand: gain 1 initiative, 2 stacks of might for 15s, and 15 endurance regen upon successful evade. Cannot trigger more than once every 10s.
+Merged [Quick recovery] [Power of inertia] and previous [Feline grace] all in one trait. Still fitting the “on evade” gameplay. 10s ICD to prevent mindless dodges spam and over might stacking.
Don’t stop: Added 2s of <resistance> upon converting <immobilize> to <cripple>.
+Added <resistance> to avoid a double incoming <immobilize> being covered by a <cripple> letting thief in a worst position than it should be. Also give a small window for <withdraw> users to heal them-self without suffering poison effect.
