Some requests before Deadeye Comes Out

Some requests before Deadeye Comes Out

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Posted by: Lithril Ashwalker.6230

Lithril Ashwalker.6230

The following is copy pasted from reddit to make sure as many people notice these suggestions as possible. there will be ongoing editing and formatting to make it look professional. Please bare with them.

Hello, In preparation for the Deadeye elite specialization in PoF, I had some suggestions to polish a few underused and underwhelming skills. The skill in question in this thread is Ambush .

Only a small suggestion to make the skill work well with the deadeye in sniping and overall polish to the skill itself.

  • The issues: currently how Ambush works is that when triggered it summons a thief to your location, which doesn’t seem very “ambush-y” . The issue we have here so far is not only that the summoned thief appears at OUR location but that the trap does no damage as well, which the only way to make the summon attack our target is to swing/attack @ our current target or get hit by it.
  • * Solution: I suggest having someway to make the thief that gets summoned to appear at & engage on the target that triggers it and not run to the owner’s location. I also suggest changing the summon to be in stealth when first summoned for a few seconds then stealth attack to(dagger thief or pistol etc will have the appropriate stealth attacks) engage on the target that triggered the trap as to attack normally after using the sneak attack. If restealthed somehow they will reuse the stealth attacks then go back to normal attacks until they are unsummoned. Also add ALL traits that we have to trigger on their associated abilities…as an example, if we have side strikes, they should too or dagger training. *clarification: the summon isnt 100% always in stealth, but rather starts out summoned in stealth.

note do not have them run to us at all unless there is no current target for a set time and instead engage on other enemies around it.

  • Currently a few things are messed up with Shadow Trap .
  • * 1. Viewing this link here the trap requires line of sight for Destroy Shadow Trap which any obstacle such as hills etc, a rock, a pebble, a branch, a boulder will cut the teleport distance rendering the skill pretty much useless unless it is in a perfect completely barren level…which wont happen.
  • * Solution to the above – Make Destroy Shadow Trap act as a one man,no-need-to-hit-F-to-teleport Portal Entre skill which makes us teleport to where we placed it if there is a valid path, not line of sight. Line of sight kills the skill entirely especially when there is nearly a 100% chance to have something in the LoS when trying to get back to it or make it like Phase Traversal below if there is a valid path.
  • * 2. note Phase Traversal for this next request as it uses Pathfinding and not line of sight. Shadow Pursuit usually works fine however to ensure it doesn’t go wonky, Make it act as it has always acted but make Shadow Pursuit use the Phase Traversal Pathfinding method even if target is at 10,000 range exactly to ensure you can actually get to a marked target.
  • * 3. Add a show icon for the duration that you have to use Destroy Shadow Trap before it goes to full cooldown.

There are several other skills not just related to the thief as a whole that suffer from line of sight as where similar skills like Phase Traversal does not…PT does not allow you to get to elevated platforms unless there is a valid walkable path which, if skills that should get you to a normal terrain-ed target, these listed skills should never fail…thats why it take so long as a stunbreak to use lol.

Its pretty straight forward -

  • * Suggestion: Give all the thieves that we summon traits from our own trait-lines, If I, personally, choose to take Dagger Training I’d like the dagger-using thieves I summon to have the trait as well. This should mix things up a bit more like the Mirage will have traits carry over to clones etc too!
  • * Suggestion: With all the boon removal coming soon, finally allow this to steal remaining stacks and remaining duration of boons stolen. While yes remaining duration is already the case of what we steal, please give us full stacks of what what steal! Hardly bountiful if we steal 1 might stack & 1 stab from a 25 might and 3 stab stacked player.

pass this thread along to friends and fellow “teefs”

(edited by Lithril Ashwalker.6230)

Some requests before Deadeye Comes Out

in Thief

Posted by: kachbal.4602

kachbal.4602

hmmmm, interesting proposal. These changes would indeed benefit thief , but wont the stealth summon be a little too broken ?

Some requests before Deadeye Comes Out

in Thief

Posted by: Lithril Ashwalker.6230

Lithril Ashwalker.6230

hmmmm, interesting proposal. These changes would indeed benefit thief , but wont the stealth summon be a little too broken ?

the summon does not stay in stealth but appears in stealth when summoned then uses the stealth attack then attacks normally, from there if they are restealthed then they will use the stealth attack again.

Some requests before Deadeye Comes Out

in Thief

Posted by: Loki.9753

Loki.9753

Would the instant stealth for thief summons be a little overpowered? Right now you get a Daredevil, D/D, and P/P off of the eliete. That would mean that on activation, the target gets knocked down, 6 stacks of bleeds, and possibly a meaty backstab all at once. It would be nice if they would use stealth attacks if they gained stealth (Through say a blinding powder or SR), but it might be a bit too much to have them start with stealth on summon especially if the other changes were implemented.