Hello and welcome to my long list of changes to thief. The inspiration comes from being a thief since launch and having put a lot of effort into learning the class not just on what I believe it should be, but watching how others play it or against it and what makes them unique and enjoyable. I’ve been very active up until the launch of Heart of Thorns but even afterwards I kept a close eye on patches and reviews of thief and its gameplay.
The short version of what I believe thief to be, is out of date. They simply do not get any real attention unless something was completely broken which hasn’t been for years. They don’t excel at anything at this point, which is a real bother and as much as the idea of letting any profession fit into any role sounded, 3.5 years ago, it isn’t practical.
Bottom line, they don’t have anything going for them. However, that does NOT mean flat buffs to anything is going to solve anything. They need to be updated, simply increasing a value or reducing a cooldown isn’t going to help. That is the goal of this list. I do not own heart of thorns so I will not provide any suggestions towards the daredevil specialization however I kept them in mind so I wouldn’t (or at least avoid doing so) making any overpowering combinations. With that in mind, onto the list.
Deadly Arts (Deals with condition applications and pure power)
(Minor)
[Serpent’s Touch] Change Same poison on steal application, remove poison application while downed and increase poison duration by 10%. (No purpose to buff the downed state as it doesn’t produce anything healthy for any class. Part of this change comes from a rework of the GM trait potent poison.)
[Lotus Poison] Fine as is. Kinda simple but it gives a good condition.
[Exposed Weakness] Change to gain might for 5 seconds for every unique condition you apply to a foe (if you apply bleeding you gain 1 might, if you apply bleeding again before the 1st wears off or if they have bleeding from another source, it does not apply might. Goal here is to work with a hybrid build’s initial burst, but is held back by not reapplying to crazy numbers without putting yourself in harms way. )
(Adept)
[Dagger Training] Change Increase power and condition duration by 5% for each dagger you equip. Dagger off-hand skills refund 1 initiative if they land. (Helps x/d and defines d/d a little better given that its a hybrid set.)
[Mug] Fine as is, no change.
[Trapper’s Respite] Imo fine as is, trap at the end of the heal just means you have to think a little more about placement but for HiS it works great.
(Master)
[Deadly Trapper] Fine as is, trap augment.
[Panic Strike] Fine as is, great utility for power or condition
[Revealed Training] Change Add 1 stack of stability for 3 seconds upon reveal in addition to 200 power. (Return of an old trait and helps secure a burst a little better not being knocked around. Big helper for D/x sturdiness. )
(Grandmaster)
[Potent Poison] Change Remove poison duration and instead increase condition duration by 20%. (Brings condition thief a little more in line especially having lost the 30% from the trait line and not having access to burn.)
[Executioner] Fine as is. Powerful trait for power thief.
[Improvisation] Change Stealing reduces the cooldown of currently recharging skills by 15 seconds. This amount is spread across all recharging skills. (if you have 3 skills on cooldown, those 3 are reduced by 5 seconds, if it is 2 skills it will be 7 and 8 seconds from left to right on the skill bar. This does not apply to steal itself). The rng element is not acceptable for a class so hell bent on precision and agility and the double items made for a dull attempt to spice the trait up while unfortunatly overpowering (and in a few cases nerfing) some stolen skills. This new trait acts as a momentum rather than a 1/5 chance to give you extreme power or extreme disapointment.)
Critical Strikes (Primarily on critical strikes and initial engaugments).
(Minor)
[Keen Observer] Change 50% chance to gain 1 initiative on critical hit while under the effects of fury. ICD 3 seconds. (Fury augment which fits the theme of this trait line and also gives better initiative management. The old trait was based on a rather difficult threshold not to mention wasn’t that great to begin with.)
[Unrelenting Strikes] Fine as is. Great synergy with NQ
[Ferocious Strikes] Fine as is, great for initial burst.
(Adept)
[Flawless Strike] Fine as is. Simple yet effective trait for initial bursts.
[Side Strike] Removed [Dual Wounds] Apply vulnerability by double stacks. (if you would normall apply 1 stack for 6 seconds, you now apply 2 stacks for 6 seconds. Makes thief burst much more violent but overall thief still does not have a long vulnerability duration.
[Signets of Power] Change add effect to apply the active of assassin’s signet after defeating a foe, ICD 15 seconds. (This makes the yolo thief build much stronger in team fights when they transition from 1 enemy to the next so if they risk sticking around, at least they get some force behind it.)
(Master)
[Ankle Shots] Removed [Fast Draw] When you weapon swap to a pistol fire a headshot at your target. Increase range with pistol skills by 150 units. (This gives slotting a pistol (off-hand or main hand) a bit more utility while also increasing the range which thieves do not have much of.)
[Practiced Tolerance] Fine as is.
[Sundering Strikes] Change No longer requires critical hits to proc, now 50% chance to apply vulnerability for 8 seconds. (Thief doesn’t have a whole lot of AoE and they can’t stick in melee combat for too long without backing out to recover or reposition, so the old duration simply wasn’t anything you could maintain + it was already restricted on crits only.)
(Grandmaster)
[No Quarter] Change When you apply a critical hit under the effects of fury, you apply fury to nearby allies as well. Fury you apply increases ferocity by 200. Fury duration 2 seconds. Radius of effect 240 units. Max number of allies 5. (Give thief some supportive offense and a reason to be considered frontline with the ability to pump out endless fury for allies.)
[Invigorating Precision] Change Gain health whenever you criticaly hit a foe. Gain healing power based on your precision. Health gain 120(.04*). Healing power based on precision 15%. (A new twist on a trait that simply could not be good enough without being too good. This works alongside healing power rather than critical damage which was and never could be paired together. Between zealots and magi or even just having healing power and fury you could now get some serious healing from this trait against multiple targets with aoe skills.)
[Hidden Killer] Change Gain 100% critical hit chance while in stealth. Stealth skills are now unblockable but cost 1 initiative. (Turns stealth skills into a higher reward but higher risk while also pushing for well timed use rather than spamming. Small tweak to stealth skills also)
break. I feel like they should be back by now..”