Deadly arts trait line to be revamped. Unfortunately the majority of traits in here are either rubbish or situational.
Mug is arguably not worth it anymore, and honestly the only one i’d have ever used to have gone for anyway. Debate this all you want.
Steal recharges all skills of a type is nice but sadly unreliable. For having to invest 20 points into this tree for it, i’d expect a reliable trait.
Immobilise enemies on low hp is nice, but the CD is too long for something I have to spend 30 points for.
Extra strike on venoms, situational.
The rest is barely worth talking about. This trait line simply doesn’t add up to the stengths of say…. well any other line. Critical strikes has amazing things like hidden killer, executional, fury at 50% hp enemy and so on. SA is probably the best line ever… Deadly arts just lacks something you can really base a build upon I think is its main issue. Hidden killer and regen health in stealth are both build defining grand master traits whereas deadly arts offers nothing of the sort.
Then comes weaponsets.
PP is too confused. Its auto attack is super weak and only works for condition setups really. 2 skill is frankly just trash. Unload is nice, and requires 2 pistols and is only worth it for direct damage. 4 and 5 are both nice utilities of course, but they’re nice utilities with no other skills on the set to really make use of them. D/P has the leap finisher to use 5 for example.
What PP needs is either mobility spells, or a combo finisher (blast or leap) to make use of skill 5. It also needs an auto attack buff to make it actually viable if you don’t want to blow all your initiative on some unloads. In its current state, its a risky situational direct damage secondary set.
SB. A lovely weapon sadly ruined by an unsuspected random nerf. Please revert this, nobody has ever complained about SB auto attack and with good reason. It was our lovely little mobility weapon and it was reliable. Now it just hits nothing. A golem can just about walk out of its arrows now.
DD. Really not a bad set, but lacking compared to SD or DP. To be honest my main gripe on this weapon is death blossom and dancing daggers. Death blossom is an unreliable to land, initiative heavy, bleed stacking dodge move. If I use all initiative, I put 9 stacks of bleed on the enemy ankittenhen left with an auto attack with a short duration poison at the end of a chain for condition damage. Kind of worthless to be honest. It seems a random skill put on the set just because frankly. P/D is infinitely better for stacking bleeds and you don’t lose all your ini doing it, and its ranged. Then dancing daggers…. oh how i’ve missed it. It was a hard to hit move anyway because of projectile speed and obvious animation, but it got a 50% dmg nerf. I suggest reverting part of this, or at the least making it lower ini cost and faster projectile speed so crippling my enemy is worth it.
And finally.
An F2 ability would be nice. I don’t mind what form it comes in. Some have suggested storing stolen abilities on the F bar which sounds lovely, as then I don’t have to waste them to use steal again. Alternatively one of the venoms could be added to the F bar, or multiple ones. Have longer CD’s than their utility counterparts (should this be implemented). Would be nice to say, have skale and drake venom on F2 and F3 on even 60 second cooldowns. Just something up there would really strengthen the thief.
This is just my opinion of course, feel free to argue against just put forth a good argument. I love this class but so often feel pushed towards certain weapon sets and traits, because alternatives are poorly thought out.