DISCLAIMER: People… for kittens sake stop being serious and use some kitten imagination. This thread was suppose to get away from the constant QQ. I understand thakittens all OP and barely makes sense with the thief mechanics. Guess what… idgaf. IF stealth gets nerfed to the point its a waste of space (very unlikely) and Anet decides to replace it (more unlikely), then I might (keyword) take this over to Suggestions (even though it will drown in the stupid). As you can see, the chances for this happening is the same as someone giving you a free legendary (never).
Now that you understand, this thread isn’t about stealth being OP. This isn’t me saying I want it gone. This isn’t me implying a kitten thing. The TL;DR is the first paragraph of the real post. Please read and understand before you post?
Changes are italicized.
Let’s just say, hypothetically, that after a few more months of stealth QQ that Shadow Arts becomes completely useless no matter who you are. How would you redesign it?
I am going to pull an idea out of thin air and call the new traitline: Weapon Master. the point of this is to add more defense through counters that are situational. I thought about these with non-burst in mind. I shall breakdown the traits:
Adept:
Minor: “You’re open!” – Gain 1 Initiative upon evade. ( 1s CD)
I: Cut and Weave – 100% chance next hit taken is glancing blow for 3 seconds on crit. (8s CD)
II: Momentum – 5% damage, crit damage and chance while moving.
III: Throwdown – Stealing from behind knocks down opponent for 2 seconds and damages them. Crits add 1 more second of knockdown instead of increased damage. (I had to put my Aikido in there c:)
IV: Dancing Blade – Sword and Dagger 1 combos continue on block/evade. Lotus Strike and Crippling Strike are unblockable. (10s CD)
V: Shadow Knife – Shadow Knife replaces Scorpion Wire.
- Shadow Knife: Throw a knife that that forces target to Shadow Return to your position, if possible. (shares SW CD)
VI: Residual Signets – Signet recharge time increased by 50%. Passives still available after activation.
VII: Reflexes – 20% chance to evade when attack would have dealt 10% or more of your hp in one hit. (10s CD)
Master
Minor: En Passant – If an attack were to deal 15% or more to you, instead it is evaded and you Shadow Step behind your opponent. (This does not work with Shadow Ram.)
VIII: Reluctance – Pistol Whip is now a combo.
- Pistol Whip: Smash offhand pistol into your enemy and Stun them (1s). Costs 3 initiative.
- Blade of Fury: Slice at your enemy repeatedly. Costs 2 initiative.
IX: Defender – 5% of Power is converted into Toughness. (no deduction in stats)
X: Coup De Grace – Augment 3rd attack to the first slot skill when sword or dagger is equipped in main hand.
- Sword: Viper Strike – Stab the arms, legs, pancreas and arteries with 4 blindingly fast stabs. Causes Weakness, Cripple, Poison and 4 stacks of Bleeding. (all 3s)
- Dagger: Turn the Blade – Rip your dagger from the enemy and bleed them profusely. Causes 3 stacks of Bleeding while reapplying Poison (3s).
Grandmaster
Minor: Trigger Happy – 1st slot pistol skill is replaced with Trigger Happy combo.
- Spray and Pray: Shoot 3 times. 50% chance to cause Vulnerability, Cripple, Weakness or Bleeding every shot.
- Drill Shot: Shoot a bullet that drills itself into armor and causes vulnerability. 2 stacks of Vulnerability (4s).
- Pot Shot: Follow up by shooting the Drill Shot that is dug into the armor. The already penetrated armor helps Pot Shot ignore most of the armor so long as it hits it directly. 20% on crit to ignore 75% of armor rating.
XI: Shadow Ram – Shadow Step, Shadow Pursuit and Infiltrator’s Signet Active launches targets. Enemies between you and target are knocked down (1.5s). No damage is dealt. Cooldown for these skills increased by 30%
XII: Reckless Abandon – Increase Initiative costs by 1. Increase damage dealt per Initiative point spent.
(edited by Zacchary.6183)