Some thoughts on Daredevil

Some thoughts on Daredevil

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Posted by: Sargent.5649

Sargent.5649

Ok, I’m no super elite player, but I have some positive and negatives observations on Daredevil, based on my brief play and reading some other reviews.

Stealth: A lot of people have complained about the fact that the trait line makes stealth nearly impossible. I would like to point out this is kind of the point of daredevil. It’s meant to take away from stealth and focus on evades. I would have suggested a stealth field on the staff somewhere but you can’t use the staff if you aren’t in daredevil trait line so… kinda pointless. I don’t think the trait line, or staff, need any access to stealth and are fine as is in that sense.

Staff: A lot of people also complaining about the staffs lack of damage, but I found it’s auto attack chain to be highly effective against groups. Skill 4 is a little useless and skill 3’s evade does seem a little off. I would say skill 3 and 4 need some serious modifications/rethinking, and maybe skill 2 needs a little tweaking in terms of its movement. Skill 5 is awesome, I love it.

Utils: I have no real issues with the physical skills and I don’t have a lot to say about them. They’re not really amazing, perhaps a little lackluster, but they aren’t terrible. The Impairing Dagger skill (throw 3 daggers for slow/poison/immob) is awesome though, and by far the best. Will be using this one a lot.

Traits: I’ve seen a lot of complaints about the dodge traits feeling clunky, which I tend to agree with. They don’t really feel like a “dodge”, more like a “dodge type skill”. The biggest thing I have found, however, that I think needs a change is the Bounding Dodger trait. Apart from being clunky, the other 2 are decent traits.
The “damage on landing” dodge I find very hard to use. It has a movement range of 300 and whenever you use it in a melee situation you just end up dodging out of melee range and not landing the impact damage. Unless you back off a bit first (I found staff 3 skill followed by dodge into mob worked alright), but this kind of defeats the purpose of melee.
I think this dodge needs a range decrease. Though this makes the dodge no good for mobility, mobility is not really the purpose of this trait, that’s what Unhindered Combat is for. The purpose of this trait is to have a brief evade, while landing and dealing a massive blow to the enemy. It’s kind of hard to do this when you dodge out of range and miss them entirely.
Perhaps drop the movement range down to 240 or 200 instead of 300. Or, as an alternative, if nerfing the mobility of the dodge makes people unhappy, make the radius of impact bigger, say 300, that way when you dodge out of melee range you still at least hit the mob.
Lotus Training is amazing because you can dodge away from your opponent and still hit them. Throw in the caltrops on dodge trait and you can build a tonne of bleed, but Bounding Dodger is pretty much useless as you can’t dodge into or away from the mob without missing the landing impact entirely.

If I had to pick one thing to change it would be the Bounding Dodger trait. The rest I could live with, but that trait definitely needs a tweak.

Thanks for reading.

Some thoughts on Daredevil

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Posted by: Shalien.9018

Shalien.9018

All of these ideas seem like they fit in a world where everyone should run berserker gear and faceroll content. I like that this beta zone requires groups to work together with AoE blinds and Weakness on staff so you don’t see groups of 10 people all get downed at the same time.

Bound’s also my favorite dodge and I don’t think a distance nerf would make it feel more powerful. It also gives Daredevils access to on demand stealth with pistol 5.

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Some thoughts on Daredevil

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Posted by: Sargent.5649

Sargent.5649

Believe me there is nothing i despise more than the full zerk meta. I opt away from it and play builds the way I enjoy them. Of my 10 lvl 80’s I have one full zerk (ironically its my thief). I don’t see how my thoughts support a full zerk meta. Feel free to enlighten me. I didn’t state that the blinds or weakness need removing, I said I think they need improving. Compared to other weapons available to thief, skills 3 and 4 kind of pale in comparison.
As for Bound, I was really looking forward to it, but it just was not worth the time. I missed most of the Bound dodges I used because I landed out of range (yes dodge rolling through the mob). It kind of defeated the purpose of it. Better off sticking to staff #5 than Bound.