I enjoy playing the thief and generally across fantasy based games it’s the style I instantly gravitate towards. Now that I’ve reached level 80, there are a few things from a game design standpoint that I feel may have been overlooked or kept too generalized compared to all the classes.
The general idea around the play style is that this character type should be fast, agile, stealthy and hits hard – gets out. There are a number of mechanics in place already that accomplish this however I think there is some room for improvement or could use some thought.
- The dodge which is available to all characters should either have a much faster recharge or a higher amount (I’m not in game and I cannot think of the term that’s used for the ‘power’ you’re afforded). The main reason is that as a melee character with lighter armor and a lack of avoidance in this game (at least that I can tell) the dodge is one of your few ways that we can manage incoming damage. The play style of the thief should support this. Don’t get me wrong – this is a fun and interesting challenge. But I feel it’s too unstable in its current state.
- Avoidance. This is a staple for this kind of character class in almost any other game simply for the fact that while they rely on lighter armor they’re also less likely to get hit. From what I can tell now (granted I’ve not played other character classes) you could take a melee based warrior with heavy armor, get decent damage output but a butt load of extra health because they can wear heavy armor. The whole point of the thief wearing medium armor (and thus lower health) is that it has the avoidance to mitigate the incoming damage that a warrior just takes.
- Reuse timers on abilities. I feel like most all of these are a bit too long. Especially traps and poisons. Yes I know you can change your traits to allow for a faster recharge but it’s not really much at all and kind of waste compared to what’s also offered. I feel like most of these should be chopped by at least a 1/4th (preferably 1/3) and made consistent on reuse across the class of ability (e.g. all traps, poisons, assist creatures/mobs, etc. get the same reuse). Healing is the only one where I feel you’re pretty spot on because of the very different ways each heal works.
- This last one kind of combines all of those together. With the lack of a steady dodging ability, no avoidance and medium armor, being heavily melee based and slow reuse timers on supporting abilities (traps, poisons, etc.) the use of dodge becomes extremely difficult especially as you get higher in levels. How? You aggro everything around you because the distance you roll is so far. I’ve found that at in the higher level zones, mobs start getting closer and closer together. Actually I think that dodge should not be a roll at all and just make it a shadow step around the mob you are attacking instead (but also letting you avoid the incoming hit).
I think the full circle of avoidance, dodge and reuse timers needs to be thought out and tweaked a bit more on the thief class (may very well be others too – I have no idea).
And as one final thing about dodge. I think you need to make it a little less ‘touchy’ – and I mean this in two ways. 1) There are plenty of times where I mysteriously dodge when I do not want to and I end up going off a cliff or something else and 2) even the slightest bump in the environment and I get stuck going nowhere (effectively taking the damage that I should have been avoiding).
However the last can be fixed easily if you take the suggestion on making the dodge a shadow step (it seems to work pretty well however you only really get to use it much when you’re sword & dagger and I prefer 2 daggers).
On the topic of combat abilities – I’m actually pretty happy with these overall and I’ve experimented with all weapon combinations. However, I think some of the initiative needed for the final attacks (#5) needs to be drastically dropped down. Again, I’m not in game but from what I remember all of those are low damage and throw you into some form of retreat (smoke, mist, move away, etc.) and I consider them more of an “oh kitten” ability when you’ve got too much in front of you. Your last resort shouldn’t need an excessive amount of initiative in order to use. I understand that the purpose of making it so high is probably to keep from it being exploited but if that’s the case perhaps this last slot should be rethought completely.
Just my two cents, would love to hear some feedback/thoughts.