Suggestion for thief trickery

Suggestion for thief trickery

in Thief

Posted by: Metredel Le Preux.2587

Metredel Le Preux.2587

First sorry for bad english.

Hi everyone,
i made this topic to suggest some change to the trickery traitline and
give the thief more freedome on build construction. The main goal is to get
rid of the mandatory component of this traitline and allow build diversity.

Steal :
– 25s cd baseline
– bountifull theft baseline (see bountifull theft change for details)

trickery:

  • Kleptomaniac
    - no change
  • flanking strikes :
    - 30s CD
    - 3s quickness
    - 3s fury
    - no more breaks stun because you can’t hit if you are stun
  • prepardeness :
    - make it baseline
    - get replaced with fair trade
  • new minor trait fair trade
    - Steal transfer 1 condition (same stack/duration) to the target
  • bountifull theft
    - make it baseline (for self)
    - 5s vigor
    - 2 boon stolen
    with trait (for group)
    - 10s vigor
    - 2 boon stolen
    - radius up to 300
  • trickster
    - no change
  • pressure striking
    - 5 stack for 3s instead of 2 stack for 5s
  • lead attacks
    - switch it’s place with quick pockets
    - no more cd reduce on steal
  • Quick Pockets
    - switch it’s place with lead attacks
  • Sleigth of hand
    - no change
  • Bewildering ambush
    - no change

Other change that would be welcome :

skills :

  • Haste
    - 30s CD
    - 3s quickness
    - 3s fury
    - breaks stuns
    We need shorter cd on this breaks stun and with all cd & duration /2 this skill would probably get more use.
  • Roll for initiative
    - 60s to 40s CD
    40s CD because we almost get half our initiative back and a break stun. 60s was to long for what it offer.
  • shadow refuge
    - 60s to 40s CD
    With all the reveal skill running arround 40s CD look more fair.

bugs :

  • fix the dodge after sb 5. When a player dodge quickly after sb 5 with unhindered combatant he doesn’t go forward.
  • Sometime bandit’s defense doesn’t block skills that are not unblockable.
  • sb5 doesn’t always tp where he should (with valid path). Ex: use sb 5 and only get tp half the distance

QoL change :

  • no more knock back when we use shadow step or tp skill out of dh trap or hammer 5 ring
  • No damage taken when teleport skill are used throug any AoE/trap/etc… it’s a tp not a quick walk.

I think this would be a good start for a good diversity in the thief
population. Let me know what you think of it

Suggestion for thief trickery

in Thief

Posted by: Kageseigi.2150

Kageseigi.2150

  • fix the dodge after sb 5.

Speaking of Shortbow #5, while it’s not a bug, I do wish we could get rid of the “double tap” functionality. Basically, only allow one use/queue until the arrow makes contact with something so you can’t accidentally shoot 2 arrows at the same place. But that’s just another thing to add to the skill’s long wishlist.

Suggestions to overhaul the Thief…

* * * Thief Trait Shakeup * * *

Suggestion for thief trickery

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Posted by: Grimreaper.5370

Grimreaper.5370

These seem like very fair potential changes

Suggestion for thief trickery

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Posted by: Kodama.6453

Kodama.6453

QoL change :

  • no more knock back when we use shadow step or tp skill out of dh trap or hammer 5 ring
  • No damage taken when teleport skill are used throug any AoE/trap/etc… it’s a tp not a quick walk.

Sorry, but these aren’t actually teleports, they are shadow steps. These are meant as “quick walks”, your character is actually moving through the border but with incredible speed. Just like these ninjas in anime, they appear instantly, but they are still moving.

Suggestion for thief trickery

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Posted by: Moonsinn.5382

Moonsinn.5382

QoL change :

  • no more knock back when we use shadow step or tp skill out of dh trap or hammer 5 ring
  • No damage taken when teleport skill are used throug any AoE/trap/etc… it’s a tp not a quick walk.

Sorry, but these aren’t actually teleports, they are shadow steps. These are meant as “quick walks”, your character is actually moving through the border but with incredible speed. Just like these ninjas in anime, they appear instantly, but they are still moving.

So I quick walk up to a ledge? But I can run through it with dash and not take damage. Does the same thing happen with DH or rev teleports?

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