When was the last time you saw a viable thief build for PvP, both sPvP and WvW, that did not have Trickery? Exactly! Never!
What makes it this way? The reason for this is very simple. Without taking the traitline, thief is literally screwed in regards to its weapon usage and partially steal usage. Furthermore, the initiative costs for weapons are balanced around the idea that you will take this traitline…which makes matters even worse. Even thinking back to the old system, people literally never considered not taking at least 15 into Trickery.
Why is it this way? Again, simple; there are 3 core benefits that makes Trickery a necessity: Kleptomaniac (+2 initiative on steal), Preparedness (maximum initiative +3), and the 20% reduction from Sleight of Hand.
If you take the time to sit down and compare the actual ability to use skills, you’d realize that every other classes can rotate their weapon skills endlessly, while thieves will struggle to keep up. Even revenant has it better in this sense because they essentially get a full reset when swapping legends…thieves don’t.
A class having one traitline always locked out only limits its ability to diversify its build capabilities. Also, being forced to take a traitline just to ensure you can use a weapon without massively initiative starving to death is just plain bad design. It is not fun to play handicapped, which is what playing without Trickery feels like in any sort of PvP setting.
So, how do you solve the problem? The solution may seem a little simple (because it kind of is) and can be executed in 2 ways. First, re-balancing initiative costs on weapons to ensure they aren’t so handicapped without taking the traitline. However, I do not think that is wise, as taking the traitline for the massive benefits will not change. So, the second, more simpler and direct option is what I would recommend ANet to heavily consider. Remove the traits Kleptomaniac (+2 initiative on steal) and Preparedness (maximum initiative +3) and make their benefits baseline for thief, followed by replacing those removed traits with other more interesting choices.
As for the 20% on SoH, that could potentially be made baseline by reducing steal’s base cd to 24 – this will leave the overall cd unaffected when traited with Trickery. In addition to that, to ensure that SoH can still compete for Major Grandmaster slot, adding something else to SoH would benefit the trait. I would suggest an effect as: daze for 1s (as it currently does) and if your target foe is not using a skill, kd for 1s instead…similar to Wastrel’s Collapse.
PS: If you think Deadeye is going to change this core problem with thief and its Trickery traitline, I can assure you that it will not. In fact, the rifle skills’ initiative costs are all balanced with Trickery’s bonuses in mind.
(edited by Asur.9178)
). The other 20% reduction, +2 initiative on hit and boonsteal should remain as traits to trickery I think. The last passive could even be changed to something like rending shade, to turn trickery into a boonsteal traitline. Probably broken but ideas nonetheless.