Skill Rework Ideas - Thief
Part 2:
- Signet of Malice: This Skill heals now passively for ANYTHING including now also damaging condition ticks and attacks from your summons.
- Withdraw: This Skill has now a Skill Cooldown of 25 seconds, therefore you regain with it now also +6 Initiative and it works now as Stunbreaker
- Hide in Shadows: This Skill removes not anymore Conditions, but lets you gain now Resistance for 5 seconds
- Venoms: All Venom Skills have now no Charge System anymore but last as many hits, as long their durations don’t run out. All Venoms have their durations reduced from 30s to 10 seconds, with the exception of Basilisk Venom, it lasts now only 5 seconds instead of 30 and have now Skill Reload Times of 30 seconds including Basilisk Venom.
- Blinding Power: This Skill has now a Skill Cooldown of 30 seconds and has been merged with Smoke Screen
- New Skill: Deceiving Shadows > Create two Shadow Clones, that attack for 20 seconds nearby Targets, causing with their Attacks Vulnerability and whenever they get hit until they die, receives the Target a Stack of Confusion. Skill Cooldown is 60 seconds
- Shadow Refuge: This Skill has now a Skill Cooldown of 45 Seconds and has now no red circle animation anymore.
- Ambush: This Skill has now a Skill Cooldown of 30 seconds, when triggered it summons a Shadow Clone with slightly weaker Caithe’s Skills and is now also useable underwater.
- Needle Trap: This Skill is now useable also underwater as Needle Mine
- Shadow Trap: This Skill is now also useable underwater as Shadow Mine
- Tripwire: This Skill is now also useable underwater as Chain Trap that lets foes sink
- Haste: This Skill has now a Skill Cooldown of 30 seconds
- Roll For Initiative: This Skill has been merged into Withdraw.
- New Skill: Camouflage: Grants you temporarely the ability to use Stealth Skills twice, before their hits reveal you. Skill Cooldown of 60 Seconds
- Scopion Wire: This Skills has now 33% increased velocity and poisons foes on hit with 3 Stacks of Poison. The pull effect will knockdown foes now for 2 seconds
- Bandit’s Defense: This Skill can be used now also underwater.
- Fist Flurry: This Skill can be used now underwater
- Dagger Storm: This Skill can be used now with a new Animation underwater as Dagger Spiral
- Impactful Strike > Uppercut > Finishing Blow: These Skills can be used under new names and animations underwater now also too as Impactful Strike > Dolphin’s Strike > Finishing Thrust
- Shadow Escape: This Downed Skill has now a new mechanic. When using it you can move around now under 33% reduced movement speed for 5 seconds under Stealth.
- Smokebomb: This Skill has been removed
- New Skill: Dirty Revenge: Throw Dirt at your target that will deal damage and causes Blindness and grants you a special Retaliation that will deal a percentage of your Downed Health as damage to the person, that finishes you off.
(edited by Orpheal.8263)
The Goals behind these changes for a better understanding:
- Give the Dodge skills a needed QoL imprvement to be able to change them quicker, their Traits get reworked/baselined and replaced with 3 new DD traits for Grandmaster
- Fix some problems from Shortbow, that exist since Anet reduced their Max Range to 900 and never got fixed until today
- Made some Downed Skills more useful to give Thieves a slightly better chance to defend themself while being downed or to save themself from being finished off too quickly while giving foes a feeling, that finishing them off is eventually risky for yourself as thieves are very cunning and just wait always on a chance for a counterattack, thats what I want with Dirty Revenge.
- Wanted to give Thieves back some build diversity especially under water, we lose way too much of our skills the moment we touch water…
- Give some skills in the similar way like Anet did with the last patch useful reduced Skill Cooldown Reductions to 30 seconds, because I think these were some oversights by Anet
- Wanted to streamline more the Skill Design of Venoms and make them more useful by removing the bad Charge Mechanic that is not good for any multi hitting skills. A duration mechanic is more useful and impactful for Venom Skills
- Wanted to give Thieves a bit more defense against Condition Spam through Resistance
- Wanted to give Thieves slightly better sustain in combat by making SoM more impactful by letting it heal you from absolutely all sources of damage that come from you and not just only direct hits from attacks.
- Wanted to give Thieves slightly better protection from projectile attacks by givign them a bit more access to Smoke Screen effects so that you can hide yourself more oftenly behind them to get not hit by projectiles, thats what Thieves do, searching protection from covering behind something to get not hit.
- Reduce slightly the total amount of Dodges a Thief can do while compensatign it with a better Heal – best thing was there to do naturally to merge Withdraw with Roll for Initiative logically. That way you hit two birds with one stone. One lesser Dodge for a compensated better healing skill.
- Reeplaced here in there some conditions with either Torment, Burning or added Confusion, to make specific Weapon Skills more interestign and impactful to use, because I think Thieves should also have access to Burning, its the most logical condition that an exploding Clusterbomb should do to you and not Bleedings
- Replacing Immobilize with Dazes or Stuns, because I think the interruptions a thief deals, should be handled only with Stun Breakers, not with Condition Removers and due to this change its neccessary to make Headshot more useful and that would it be by dealing instead of Daze a Condition, like Confusion, so that Pistol Builds become for Condition Players a bit more interesting
- Wanted to make Shortbow more useful for Damage Dealing and Support, so that it is not anymore just a pure Mobility Weapon. Thats done with some added Damage and more Boon Stealing to Infiltrator’s Shot and Trick Shot
(edited by Orpheal.8263)
First of all nice thread, I see you put alot of effort in it. And if I skip somethings you said it means that I liked them.
I liked the change to the dodges to making them a F3 insted of perma dodge, this will make DD more intersting IMO. Tho I didn’t really liked your new skills, I feel like they don’t really feat the dodge theam.
Trick shoot – Stealing boons is just to op and giving it bleed for each bouce will make it more balanced IMO (it will act like Dagger Storm in that regard).
Shadow Arrow – Because you changed Infiltrator’s Arrow that way (which I liked) which makes you want to use this skill (Infiltrator’s Arrow) as a gap closer now and damage dealing, if you give thiefs another gap closer it will make them op IMO.
So I suggest that insted make it – Poison all targeted hit by the bouncing arrow the last tagert hit get Stuned and get Poison stacks depented on the number of baunces the arrow made till it came to the last target.
Pistol Whip – I like the fact that moving won’t cancel the skill (and I didn’t understand what you mean by postpone it for 3 seconds), but I think that this skill should be used while moving and the down side for this will make you NOT stun the target. And make the skill a Whirl Finisher.
Hearthseeker – IMO Hearthseeker already feels clanky at some times and making it a skill shot leap that can only hit one traget will make it alot more clanky (Tho I would really like to see this change).
Body Shot – So I think that making it a 1 second daze insted and removing 1 Initiative will make this skill ridiculous and make it spammy AF. Not to mention the you had to change the headshoot skill to a diffrent skill just to make it logical with Pistol Pistol in mind, but with the changes you made to headshoot you left Dagger Pistol with no CC and no interrupts.
I think it should be – Deal more damage, remove 1 Initiative (make it 3) , cause Slow (insted of and Immobilize) and Vulnerability to the target.
Headshoot – I think the skill is fine the way it is now, but if I would change somthing is that, if you successfully interrupt a foe you inflict 1 stack of cunfusion.
Blackpowder – I think the skill is fine the way it is now.
I was thinking of that new skill to deal a percentage of your downed health to the enemy that puts you down… reminds me of Ninja 2h ability in ffxi and would lead to some really funny videos XD……
In all seriousness some nice changes but some new ideas are a huge change of the kit thief is used to having. Might be something worth considering how thief is really only good in 1 role and all we seem to get are different ways of doing that same 1 role…. I want a new role
break. I feel like they should be back by now..”
Assassin’s Signet –
Passive: 180 power
Active: Deal 15% more damage on your next five attacks and your attacks are unblockable.
@King
To your questions:
Dodges:
The thing about them is, DD added new “styles” and I want to see with that suggestion these styles to become more accessible and that wihtout them being bonded to any traits as that makes them easier to change out when being out of combat, by just clicking F3 and clicking on the style you want to change to and from that moment on you chose your style you want to use, your dodges will become that style. My suggested 3 addiotional styles should just give the Thief more flavor of being a fast mobile, shadow/stealth based class, which should also have gameplay elements, that remember a bit on GW1’s Assassin.
Warp Retreat is for example based on this : https://wiki.guildwars.com/wiki/Swap
Warp Retreat would be a great component together with Traps to literally force your foes into your traps, when timed correctly.
On Skills:
I have to disagree with on stealing boons. It is not Op, when you have to hit the foe twice with the same arrow, just to steal a Boon. I would agree with you, would I have suggested that every simple hit should steal boons, that would be OP.
But bounced off arrows, that have to hit you again – theres enough time in between to react with either a dodge, or a block skill to prevent getting a Boon stolen from a bounced off arrow. Bleedings don’t fit to the design of Trick Shot in my opinion.
Thieves don’t need more Bleedings, they need more Boon Steals.
Currently they have among all weapons they can use just 1 – just ONE single skill, that is able to steal boons and just only 2 – TWO traits. A bit less for a thief unique feature, don’t you think? Especially with only 1 melee option. There needs to be also an ranged alternative thats not based on Stealth or Steals.
About Pistol Whip
I mean with 3 seconds postponing the second part, that you should not cancel the skill anymore, if you move after the first part, the execution window for the second part of the skill should be just postponed by 3 seconds, so that you have the chance to activate the second part within these 3 seconds, while beign able to move aroudn freely. If you let these 3 seconds expire, then the skill resets simply and you start it again at part 1.
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Heart Seeker:
Adding the LoS mechanic to it will make using HS more fluid as you will be able then to change quicker directions to close more efficiently with it gaps on an enemy that tries to flee from you like a rabbit making many direction changes
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Bodyshot/Headshot:
My change of Bodyshot will essentially replace the old Headshot, but your right, I forgot that HS daze duration is actually shorter, so would BS have naturally same as long dazes as like HS right now, but just for 1 initiative lesser, therefore gets the new HS with its effect +1 initiative costs.
I see with a slightly more spamming daze from BS no problem, if Anet would give us players finally as well the Break Bar System to make it harder to CC in combat, unless you go coordinatedly for it. CC should be a group play based mechanic, not something, that a single person should be able to do.
@ Ninja
Yeah, that I did have in mind too with Dirty Revenge – how funny would it be, when you get defeated by a Finisher, you deal with your last breath basically a cunning counterattack that surprises your foe, which deals some nasty damage. When your foe was short before dieing as well, then this would be a nice revenge, that could lead to your foe getting killed quickly after you as well.