(edited by crouze.3078)
State of the thief [Shadow Refuge]
My idea:
Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
Duration: 4 seconds 5 seconds
Stealth: 3 seconds 2 seconds / pulse
Healing: 355 / pulse (+0.18 / healing power)
Range: 600
Combo Field: Dark
I don’t see why this needs to be changed…
Sounds like your suggestion would make it more difficult to use, since you’d need to stay in it for one second longer to get the full stealth.
Not sure why people need to keep suggesting nerfs to perfectly functioning skills but.
The reason is to make the players use other skills as well.
It is not a huge nerf.
It gives enemies 1 extra second to kick you out, reduces stealth duration but increases healing for the 1 extra second.
Even after the stealth reduction you will still have enough time to put some distance between you and your enemy.
Don’t think it would have the intended effect. Shadow Refuge is used because it gives the thief a unique ability you can’t find anywhere else.
Can’t just replace it with Scorpion Wire by doing a small nerf.
its not used because it is unique. there are other skills that give stealth as well.
Scorpion wire is unique (ok, necro has the same)
Ambush trap is unique.
Tripwire is unique.
Venoms are unique.
So why aren’t they used as often?
Because shadow refuge is so much better…
When using it you can walk until revealed and still get enough distance to the enemy to get away.
Others may give stealth, but no other skill performs its function of combat rezzing. Hence a minor nerf that does not really impact this function probably would not make players abandon it.
Shadow Refuge has several other functions as well. I use it because it is multi-talented. I don’t use venoms because they can be used for only one thing.