Hello fellas. I’d like to post few words about trickery line itself and a steal mechanic on it own.
I’d like to see some of current steal traits implemented into steal mechanic.
First of all, I want to say that IMO steal itself is little to useless ability without trait investing. Just curious, how it became thief mechanic: 35 sec cd, shadowstep 900 range + crap item (which theoretically should help you to kill opposite class), but suddenly, when you investing 4 out of 7 major traits into it, steal becomes a candy. Stab stomp/res interruption+heal+buffs+ripped boons. It is just fine, but what not is that you don’t have any other solid choice in trickery line.
Take any other class mechanic and on its own it is much better than steal.
And when you pick thrill of the crime, bountiful thief and sleight of hand it is almost guaranteed that you’ll pick mug.
I’d like to see some of current steal traits implemented into mechanic.
First of all thrill of the crime
and probably mug since it is a must have trait in every direct damage build.
This can make steal’s value quite high on its own and traits also can be reworked. I just want to say that I’d like to take long reach, or even flanking strikes, but thrill of the crime is a must and it is disgusting.
As for DA traitline IMO all other adept traits beside mug are luckluster.
This brings me to other important points – Useless Traits.
#1. Corrosive traps, sundering strikes, and potent poison. Except strikes everything just useless, and strikes is pure PvE trait, but still instead of 6 useful traits in adept choice, thief gets 2+downed trait. One of traits is particular for venomsharing build, and other is just for everything else.
Improvisation in its current state is fine, but should be at merged with some other trait since 10% damage is not working 99.9% of time.
Dagger training and combined training are both kind of a joke. 5% damage for dagger or for dual skills. It should be at least 10% for each dagger for D/D to have a spot in builds. Because damage is only thing that I consider worth thinking when choosing between D/P and D/D.
#2. Concealed defeat – thief already have downed trait, have no idea why this trait in CS line. And IMO it is pretty much lackluster to everything else.
Ankle shots should give some value for Pistol users. 3 sec cripple every 10 seconds are close to a joke trait even for adept line and it is a master trait.
Invigorating precision – lol, wtf is that. It require’s like 20% of your crits becomes hp, 5-7 is a pure sadism to pick.
#3. The only bad trait for SA line is powershots – 5% damage on SB and harpoon for master trait? Well, this line have other great choices to pick, but still, what the hell???
#4. Assassin’s retreat+*master trapper*. While traps itself require overhaul, assassin’s retreat is awful choice for any build. Actually the only use for it is to pick while you running to kill critters and have permaswiftness, but thief has other ways to do so.
Hard to catch is a trait that require some accurate thinking so i’ll won’t touch it here but
Fleet of foot is so much undervalued being in one line with pain response and quick recovery and even hard to catch brings more value than FoF.
Assassin’s reward needs at least buff to make some worthy amount of healing for GM trait, and Assassin’s equilibrium is just lol. No straight use for it.
#5. Trickery line is full of great choices, but still Thrill of the crime>everything in adept line, Bountiful for non pistol MH builds outweights everything in master line. And all 3 GM traits have its use.
If I don’t get Devs attention, at least I can discuss it with you, guys, so feel free to correct me or add smth. Cheers.
Faeleth
(edited by dDuff.3860)