Suggestion: Utility updates for sPvP
Assassin’s signet: needs shorter cooldown out 20% damage boost, is just inferior to Signet of Agility right now.
Traps in general: need wider trigger radius
Roll for Initiative: shorter cd again, short enough to use once per skirmish but not short enough to be used twice in one
Dagger storm: should be a block with stability, not a reflect. Right now this says “kill me now because you know I won’t dodge.”
I think traps ought to remain the same size, but they could use some perks i believe.
If anet doesn’t tone down stability , blocks, etc. then how about letting the traps remove boons or remove stability specifically.
I havent seen a daggerstorm used in quite a long time and agree it needs tweaking. First of all the deflect is really not that usefull. The main ranged class (druid/ranger) can just switch off of basilisk/long bow to staff etc. Same for warrior or DH etc.
It would be neat if it did more damage the closer you are to the enemy that way it would be a deterrent. How much more damage though is debatable. Right now it is not worth taking over basi venom or impact strike.
But the real problem is the other classes imo. They need to be brought closer to thief , not the other way around.
Yeah the vulnerability/might apply from Deadly Trapper is pretty lame, not compelling. If traited traps applied knockdowns, like Tripwire, then it would be worth it.
I think dagger storm is actually more of a defensive Condi skill, but I suppose it could be made more similar to axe whirl.
First of all I don’t see any way to fix traps cuz they contradict the Thife consept which is high mobility, and not to mention the the hitbox on the traps comper to other Professions like Guardian, Necromancer is really poor. And I think that the traps themself are not so intresting or good IMO.
Still I can think of a way to fix
Caltrops – Make it a range trageted skill with the same hit box, and if the target stay in it for to long or takes to many hits/steps form it he will get Immobilized.
Scorpion Wire ,the skill as it stands right now is really poor, comper to the Guardian’s Spear of Justice which is a about the same skill just way better and don’t take up a utility space. So my suggetion is.
Scorpion Wire – The skill is unblockable, you have 2 casts the first is when you hit and the second is when you pull. After you hit you have a few sec to choose. And if you pull, it shows the target get pull to you and get knock down on the ground and get stuned for a few sec (like he hit his head on the ground when he was pulled and got stuned). hope it maked sense.
Roll for Initiative – Carp skill can’t be fixed, First of all it’s a 60 sec cd BACKWORDS ONLY DODGE ROLL , and comper it to the same skill basically which is Withdraw that has 18 SEC CD AND HEALS YOU. And with daredavil you have so many dodges that even if you make it a 2 sec cd skilll it still crap cuz you don’t need it.
First of all I don’t see any way to fix traps cuz they contradict the Thife consept which is high mobility, and not to mention the the hitbox on the traps comper to other Professions like Guardian, Necromancer is really poor. And I think that the traps themself are not so intresting or good IMO.
Still I can think of a way to fix
Caltrops – Make it a range trageted skill with the same hit box, and if the target stay in it for to long or takes to many hits/steps form it he will get Immobilized.
Scorpion Wire ,the skill as it stands right now is really poor, comper to the Guardian’s Spear of Justice which is a about the same skill just way better and don’t take up a utility space. So my suggetion is.
Scorpion Wire – The skill is unblockable, you have 2 casts the first is when you hit and the second is when you pull. After you hit you have a few sec to choose. And if you pull, it shows the target get pull to you and get knock down on the ground and get stuned for a few sec (like he hit his head on the ground when he was pulled and got stuned). hope it maked sense.
Roll for Initiative – Carp skill can’t be fixed, First of all it’s a 60 sec cd BACKWORDS ONLY DODGE ROLL , and comper it to the same skill basically which is Withdraw that has 18 SEC CD AND HEALS YOU. And with daredavil you have so many dodges that even if you make it a 2 sec cd skilll it still crap cuz you don’t need it.
Yeah your explanations make sense. Your idea for Caltrops is great, the immobilize is very useful for Thief, and it gives people the option of avoiding it by dodging out. Unblockable Scorpion Wire would be OP, really SoJ needs to be blockable rather than making other ranged skills unblockable. Your 2-stage idea is great though, that you can save the pull for later, very useful. In fact I think it would be a fun throwback to make it work like the original Scorpion Wire. I think that Roll for Initiative is very useful for PP or staff thieves since they’re more initiative-heavy, I rarely run out of initiative on D/P. But it could skip the evade/condition removal part and maybe replace that with a more useful effect, like Resistance.
(edited by Huskyboy.1053)
First of all I don’t see any way to fix traps cuz they contradict the Thife consept which is high mobility, and not to mention the the hitbox on the traps comper to other Professions like Guardian, Necromancer is really poor. And I think that the traps themself are not so intresting or good IMO.
Still I can think of a way to fix
Caltrops – Make it a range trageted skill with the same hit box, and if the target stay in it for to long or takes to many hits/steps form it he will get Immobilized.
Scorpion Wire ,the skill as it stands right now is really poor, comper to the Guardian’s Spear of Justice which is a about the same skill just way better and don’t take up a utility space. So my suggetion is.
Scorpion Wire – The skill is unblockable, you have 2 casts the first is when you hit and the second is when you pull. After you hit you have a few sec to choose. And if you pull, it shows the target get pull to you and get knock down on the ground and get stuned for a few sec (like he hit his head on the ground when he was pulled and got stuned). hope it maked sense.
Roll for Initiative – Carp skill can’t be fixed, First of all it’s a 60 sec cd BACKWORDS ONLY DODGE ROLL , and comper it to the same skill basically which is Withdraw that has 18 SEC CD AND HEALS YOU. And with daredavil you have so many dodges that even if you make it a 2 sec cd skilll it still crap cuz you don’t need it.Yeah your explanations make sense. Your idea for Caltrops is great, the immobilize is very useful for Thief, and it gives people the option of avoiding it by dodging out. Unblockable Scorpion Wire would be OP, really SoJ needs to be blockable rather than making other ranged skills unblockable. Your 2-stage idea is great though, that you can save the pull for later, very useful. In fact I think it would be a fun throwback to make it work like the original Scorpion Wire. I think that Roll for Initiative is very useful for PP or staff thieves since they’re more initiative-heavy, I rarely run out of initiative on D/P. But it could skip the evade/condition removal part and maybe replace that with a more useful effect, like Resistance.
First of all much appreciate for the good feedback.
Second if you say people use it then I agree that the skill should give you a diffrent effect (Resistance would be great) and I also think that the skill should be changed to: every time you use a dodge roll it reduce the ability’s cd by X sec.
Haste needs Superspeed added to it, but in all game modes. It’s something they overlooked when they added the boon. Lower CD would be nice too~ they seem to of been shaving the excessively high CDs on lotta other classes lately.
Haste needs Superspeed added to it, but in all game modes. It’s something they overlooked when they added the boon. Lower CD would be nice too~ they seem to of been shaving the excessively high CDs on lotta other classes lately.
Not that I disagree, but they did reduce it from 60s to 50s. It would be nice to be able to use it more frequently, but 5s Quickness is a lot and lower CD would mean that I could use it almost every time I rotate. Not sure if that’s a good thing for the game considering the current DPS overload.