Physical skills - A nerf to Improvisation?

Physical skills - A nerf to Improvisation?

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Posted by: Tulisin.6945

Tulisin.6945

I’m under the assumption that Physical skills will be added to the “list” of skill types that Improvisation will refresh. That will split it into 6 categories and make it even less likely that it will benefit one of the skill types you’re currently using.

Improvisation has always been annoyingly RNG-oriented, but this is pretty much the final straw. It needs to change to be something that is reliably useful instead of staggeringly awesome when you get lucky and completely useless when you don’t.

The problem is that any reliable way of refreshing a specific skill is going to result in some ridiculous combos. Perhaps some way to reduce the cooldown of all your skills by a percentage. Or maybe just rework the trait altogether.

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Posted by: Cynz.9437

Cynz.9437

DD offers CD reduction on physical skills, besides they are already on pretty low CD

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Posted by: Tulisin.6945

Tulisin.6945

DD offers CD reduction on physical skills, besides they are already on pretty low CD

There’s CD reduction on most skill types now. It doesn’t mean improvisation is incompatible with them.

Either we’re faced with a nerf to how effective improvisation is now, or a trait that is simply incompatible with a whole set of skills.

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Posted by: Amante.8109

Amante.8109

Maybe they could add an extra bit where if nothing gets refreshed, one category of skills you DO have slotted gets their cooldowns reduced by 33% or 50%.

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Posted by: Shockwave.1230

Shockwave.1230

It’s not a nerf, since Daredevil has never been around before Improv’s current incarnation.

Your chance of gaining a benefit is less on Daredevil than Thief. However, the skills on your bar will likely be diversified too. Meaning you’re more likely to gain a benefit.

I’d just deal with it, there’s really no reason to change the skill when it doesn’t impact Thief at all and doesn’t have a historical behavior with Daredevil to judge against (even if you feel like it’s nerfed because there’s now 1 more skill category for that subprofession).

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Physical skills - A nerf to Improvisation?

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Posted by: Cynz.9437

Cynz.9437

DD offers CD reduction on physical skills, besides they are already on pretty low CD

There’s CD reduction on most skill types now. It doesn’t mean improvisation is incompatible with them.

Either we’re faced with a nerf to how effective improvisation is now, or a trait that is simply incompatible with a whole set of skills.

doesn’t change fact that phys skills are already on relative low CD, if improv affected them + DD traits, it would be really broken… which would just lead to improv nerf and uncalled nerf to all builds that didn’t use DD on first place

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Posted by: stof.9341

stof.9341

ANet can easily change the behavior of Improvisation in a way that the change to reset an utility category remains the same with or without an elite spec. Since it’s 1/5 and we are capped to 5 utilities already.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I’m under the assumption that Physical skills will be added to the “list” of skill types that Improvisation will refresh. That will split it into 6 categories and make it even less likely that it will benefit one of the skill types you’re currently using.

We don’t really know the algorithm of Improvisation, but in practical applications where I have all Tricks in my action bars, they refresh quite often. So I’m under the assumption that the more of the same type you have active in your action bar that it is more than likely that they will get refreshed.

One thing I also notice that when the skill refreshes via Improv that the duration was also refreshed. I’ve noticed this with Thieves Guild when my Thief minions stayed out for more than 1minute because the skill was refreshed by Improv twice in a row.

My point is, Improv functions more than what is described in the tool tip.

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Posted by: alchemyst.2165

alchemyst.2165

Lol, people are still crying about improv?

Look, they might just make it so that base thief can only recharge the base utilities, and DD can recharge physicals, so I’m not sure what you’re whining about. And the people acting like improv is bad need to check themselves. They already made it so that you get 2 steal skills, which gives it some consistency, and it would be OP if it wasn’t RNG.

Besides, if you think it’s bad, why do you run it? Run executioner if you don’t like improv and quit complaining. And most of the physicals have a low recharge anyways.

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Posted by: Tulisin.6945

Tulisin.6945

There seems to be a lot of assumption in this thread that “Physical” won’t be a skill type added to the list of possibilities for improvisation. That seems unlikely, but it would be the least-work solution that would affect the least amount of things.

If it is added, it is absolutely a nerf, no real way around that. Builds that don’t touch the new stuff at all will be weakened.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

There seems to be a lot of assumption in this thread that “Physical” won’t be a skill type added to the list of possibilities for improvisation. That seems unlikely, but it would be the least-work solution that would affect the least amount of things.

If it is added, it is absolutely a nerf, no real way around that. Builds that don’t touch the new stuff at all will be weakened.

The problem with your statement is that you assume that the chances of Improv resetting a skill type are even out among the other skill types. You assume that it will be 1 out of 6.

In practice and in my experience, that is not the case. What makes more sense, based in my experience is that the chances for a skill type that are in your skill bars are higher. How much higher? We can only speculate.

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Posted by: Amante.8109

Amante.8109

Improvisation definitely has some quirks and hidden attributes. Seems worth extended testing on target dummies to find out more.

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Posted by: Midi.8359

Midi.8359

Interesting point. I would hope that it’s 5 unless you’ve traited into the elite spec in which case I could see it being 6.

In the end though speculating isn’t going to accomplish much though since we’ll be able to find out for sure in four days… Unless a dev wants to come in and clarify this before then that is (Would save the players a lot of random trials to try and notice the difference between 16.7% and 20%).

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Posted by: Ragion.2831

Ragion.2831

Impro is useful when you are running multiple categories. Not sure its a good thing if the success of your build is is based on impro giving you the category you want when you want it.

I love the trait, fits perfectly with my playstyle, I never think about the trait being there till i get a basilisk or withdraw right after i just used them. Since im using an aggressive style im moving way too fast and fights change way too quickly for me to be thinking about which skill impro will give me when i need to steal for arguably better reasons. Not happy about dropping it for Daredevil but i think the line can compensate.

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Posted by: Kicker.8203

Kicker.8203

I’ve always said Improv shouldn’t randomly recharge something coz it adds no play. Too unreliable to count on steal rechargeing the skill you want, and unfun to play against: you see the thief just used his refuge so you think he cant res his teammates until it reloads but then surprise! he has it again. same with stunbreaks and other skills.

What it SHOULD do is reducing the recharge of the next skill you use by like 20% after steal, which would stack with the other 20% reduce traits

(edited by Kicker.8203)

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Posted by: Kocoff.7582

Kocoff.7582

Your point makes complete sense and I agree with it. There should be a mechanism in which it only account for the different skills types you got on your bar or something. At the same time, that’s the risk of Improv.
You are litterally “Improvising” on your next move, leaving your dead or victorious. There is a rush to it I think.

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Posted by: babazhook.6805

babazhook.6805

Improv is fine as is. I love the random skill full reset. Now when the new cat added it might make it less desirable but will have to wait and see on that.

It might warrant a tweak to “20 percent base chance to reset one skill category” wherein the chance of any one cat type resetting remains one in 5. What might be cool is this. It complicated but…

Position on the toolbar is used in order. Thus in heal bar that skill checked first 20 percent chance. If it resets improv stops and the heal resets. If it not triggered second position checked 20 percent chance and so on. A type already checked can not check again.