I want to use this thread as gathering of ideas for thief changes that class could really use imo. I am talking mainly from pvp perspective. These are mainly small changes but i think they still could place thief in a bit better position than they are now (which low tier).
Here we go.
The dagger off-hand needs more utility and not just flat out dmg buffs – which is lazy solution and doesn’t solve anything.
- Dagger off hand – i think CnD should apply blind. I understand that it would be redundant with cloaked in shadows – but that trait right now really can’t compete with other traits in same tier and d/d, s/d could use some help.
- Dancing dagger – should apply short immob if enemy is hit from the side or back. While d/d and s/d have some mobility i feel like they still have hard times keeping with enemies atm, especially taking HoT specs into account. The other choice would be giving dancing dagger a blind or boon strip.
Stolen spells:
my problem with stolen spells is that they are very very outdated. They were balanced around builds that were used in first year or so. The game changed a lot and they barely got any upgrade if even. The idea of stolen spells is to help to fight those classes that we stole them from but nowadays it is hardly the case.
- Throw gunk – the field should stip boons, kind of like necro well. Reason: while gunk can be bit useful for condi thieves overall it is huge lackluster imo, in fact it can get you killed easily due to reveal. It also gets completely ignored by engi. If it stripped boons it would help a bit to fight engis on point and make engis actually have bit of respect for the spell.
- Healing seed – remove CD. I love this spell, it is great for team utility but CD makes improvisation completely redudant. I really don’t see any good reason why it is on CD on first place. Other change i would propose is make healing seed area destroy projectiles – more group utility.
- Head crack – should ignore block. With abundance of sustain, blocks etc. added with HoT i see no reason why this spell is still blocked.
- Whirling axe – fix this spell already, i still can’t stop it with cancel animation and have to waste dodges on it.
- Ice stab – should place chilling field on successful hit where target is. That way won’t just shrug chill away and would have to move at least.
Utilities and other:
- Shadow refuge – should destroy projectiles. It won’t stop aoe but it will prove more group utility for pvp and raids imo.
- Infiltrator signet – add unblockable on next attack on activation. Real lackluster atm given HoT.
- Scorpion wire – make it like DH pull, just apply torment instead of burns.
Traits:
- Bountiful Theft – should apply same amont of boons thief stole, e.g. if thief stole 22 might stacks then thief should gain 22 might stacks. It would give edge to thieves that pay attention and enemies to make sure they cover their stacks.
- Shadows Embrace should remove all condis instead of just dps, however condis with most stacks are prioritized (e.g. 22 bleeds over cripple). Problem is, since SE change and HoT launch there is so much cripple, chill, weakness etc. flying around in form of aoe and passive that you are pretty much forced to DD instead of SA.
(edited by Shadowstep.6049)