I love the initiative system for thief, but I think the number of ways we can generate initiative puts us in a tricky spot for devs to balance around. They can’t feasibly buff a lot of our mediocre skills because of fear of mass spamming of one skill (i.e. Heartseeker on release/Unload in beta). For example Body Shot must be one of the most useless skills in thief gameplay currently, and the most requested changes for it has to be for it to either give burning/torment, cause weakness/chill or increase the duration of vulnerability, but none of these are currently possible without a massive increase in initiative cost for the skill. The possibility of being able to spam that skill almost 4-6 times before losing all initiative (akittens current initiative cost) would make it extremely powerful with very little downsides since current initiative regen rate when paired with utilities, and traits is extremely high.
Other big balancing concerns that are made difficult to balance due to the high initiative regen rate is the infamous and most QQ’d about D/P Blackpowder + Heartseeker combo(Permastealth). With the way things are with initiative at the moment, the only way to “nerf” this combo would be to raise the initiative cost on Blackpowder/Heartseeker, but that would be A HUGE nerf to almost ALL D/X and X/P builds.
The most common suggestion thrown out to fix this problem that I have seen was to simply nerf the natural initiative regen rate. However, I think that fix can potentially cause way more work than most would realize to implement since with a massive change like that, all skills will have to be looked at and re-evaluated in terms of initiative cost and if Anet doesn’t look at all the skills when implementing a change like that then, ALL Thief builds will effectively be nerfed.
I think the best way to fix initiative without affecting too many builds, and being easy to implement would be to keep the current initative regeneration rate/traits/utilities, but introduce an internal cooldown of say 3-4 seconds to natural initiative regen when a thief hits 0 initiative. Traits/Utilities such as Quick Pockets and Roll for Initiative would still grant their 4 or 6 initiative when 0 initiative is reached, but the natural ini regen will not restart until the ICD has finished.
This change should introduce some more counterplay against thieves, while encouraging much more skillful thief play (since most very good thief players are excellent at managing initiative anyway) and allow devs to have an easier time balancing some of the weaker skills (dancing dagger/bodyshot) since there is now a punishment to overspamming moves.
What do you guys think? Any suggestions, comments, questions? Please keep it civil!
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