I am making this thread to try and organize a lot of the suggestions made to counter any Backstab/Glass Cannon nerf, even though a lot of these suggestions should be put into effect anyway without any corresponding nerf.
This is organized to make it more of an understandable and enjoyable read for devs and community managers/liaisons. Please vote on which sections as well as the subsections of which changes you think would be the best fit to make live. Example: I vote 1a and 1b and 2c. I will update the OP next to each subsection include the amount of votes.
1. PISTOL
Change pistol weapon-set (main and offhands) to be the staple condition damage synergy set. This means more bleed stacks, and the possibility of adding burning and poison to weapon abilities
Increase the internal animation speed/cast speed of Vital Shot and Body Shot, and remove the after cast of Body Shot (1 Vote)
Change the trait “Ricochet” in the Trickery Line to cause 50% of all pistol attacks to bounce twice ( instead of 5%) (1 vote)
Change the trait “Ricochet” in the Trickery Line to cause ALL pistol attacks to pierce (1 vote)
Change the trait “Pistol Mastery” in the Critical strikes line to increase the range of Pistol abilities to 1200, a 300 range increase
Move the trait “Flanking Strikes” from the Trickery line to the Critical Strike lines. Move the trait “Ankle Shots” from the Critical Strikes line to the Trickery line. Change the trait “Ankle Shots” to cause ALL pistol shots to have a 20% chance to cripple foes for 3s, cooldown removed
2. SHORTBOW
Increase the velocity of shortbow attacks slightly, mainly the arcing shots like cluster bomb and chocking gas as well as the velocity of Infiltrators Arrow
Change the trait “Power Shots” to increase the range of shortbow to 1200 and remove the damage bonus
Remove the blind on Infiltrators Arrow, and reduce the initiative cost to 3
3. SWORD
Increase the attack speed/animation of sword attacks by 10%
Add 5s of Vigor on hit to Slash
Pistol Whip dual ability with offhand pistol. Remove the self root from pistol whip. Change the stun to a 1/2s Daze and have it grant 3s of aegis on the first sword hit (to symbolize a reposite) . Reduce the attacks to 2 after the initial daze hit, @50% of the total damage of the current 5 attack version, remove the evade frames and keep the same initiative cost. This now changes S/P To the “Control Tank” synergizing weapon set
Flanking Strike dual ability with offhand dagger. Change the pathing of the ability to cause the thief to shadowstep to the front of the target and perform the first hit, then shadowstep behind the target and perform the second hit, all in a 3/4s animation time . Evade frames last for first hit only, and first hit remains unblockable with boon removal. Second hit base damage remains, but gains a bonus damage of 15% if the target is crippled, and 30% if the target is immobilized. Initiative cost remains the same. Range increased to 200 to avoid geometry bugs/issues
(edited by Teerwik.1650)