Thief Class Mechanic: food for thought
I’ll get the ball rolling with some highdeas…
I would LOVE to see the Thief core class get Marks, (not your typical necro well/mark either). Imagine having the ability to provide a debuff/mark on your target, (maybe a huge red skull on enemy for a tell), that once cast, starts to store party member damage done to that enemy until it either reaches a dmg cap or a time limit cap (3 sec?). Once the Mark is fully charged, it triggers and releases all party damage done (or maybe a fraction of it) back onto the enemy. This would have to be tweaked so it would not be oneshotting or over powered.
The idea here is to provide something unique to Thief that increases its damage, while also adding a unique damage boost utility to everyone else sharing the party with a Thief.
No point really. Devs hate this class. 3 years speak for themself.
[Teef] guild :>
Reflects. We should dust projectile attacks like water, preferably with one spammable reflect on every weapon set. This is valuable support, and if they were all relatively low effect range reflects, it would require a lot of mobility and be very thematic for the theif.
I envision support thief builds that are just jumping all over the place, intercepting arrows and bullets for their party, and redirecting them back to the enemy. Reflect is kind of a boring mechanic in its current implementations, what with guardian fields and mesmer bubbles. it’s powerful, but easy to use, and has long cooldowns.
I think thieves with lots of easily accessibly but harder to use reflects would halp our support, survivability, and overall be in theme with the class.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
Marks sound really cool. Maybe implement them as Shouts with different shouts “marking” the target for different effects? Also marking party members with buffs maybe to add some group support.
Just undo some of the nerfs and nerf the passives of other classes – that should be enough for the start.
Anet wants to go away from the bunker meta, right? More damage isn’t the answer.
We should probably make a scavenger hunt with clues why everything is as it is right now.
I do hope the new devs were around pre June when most classes were “balanced” – to compare now and then and drawn conclusions what went wrong.
Reflects. We should dust projectile attacks like water, preferably with one spammable reflect on every weapon set. This is valuable support, and if they were all relatively low effect range reflects, it would require a lot of mobility and be very thematic for the theif.
I envision support thief builds that are just jumping all over the place, intercepting arrows and bullets for their party, and redirecting them back to the enemy. Reflect is kind of a boring mechanic in its current implementations, what with guardian fields and mesmer bubbles. it’s powerful, but easy to use, and has long cooldowns.
I think thieves with lots of easily accessibly but harder to use reflects would halp our support, survivability, and overall be in theme with the class.
I really like this idea (Acrobatics overhaul plz)! Gives us two things we desperately need: survivability and team contribution. Reminds me of The Clone Wars series where you see a Jedi in front of a trooper squad batting back blaster bolts. edited for 100% more dweeb
(edited by Froptimus.6741)