General Changes
- Self applied Revealed duration in PvP is normalized with the rest of the game to now last 3 seconds instead of 4.
- The current skills that apply Revealed like Sic ’Em and Analyze now apply a new debuff called Exposed instead. The Exposed debuff allows everyone to be able to see and target a stealthed player temporarily as if they weren’t in stealth. This new debuff will still allow for counter play to stealth without completely shutting down the Stealth Attack Thief mechanic or stealth related traits.
- Stealth Attacks that are nullified(blocked, evaded, invulnerability) remove your current stealth(does NOT reveal you). Some changes are made below to compensate for this, like the changes to Cloak and Dagger and the changes to Meld with Shadows. Successfully landing an attack from stealth will still reveal you like normal.
- Improve the line of sight/path finding systems for Shadowsteps. Currently, Shadowsteps get caught on small rocks on the terrain and things like that, resulting in a failed Shadowstep or a Shadowstep that doesn’t teleport you as far as the Shadowstep’s range should allow for.
Heal/Utility/Elite Skill Changes
Tricks:
-Withdraw still needs its base healing increased by 10% like what was said since its cool down got increased to from 15 to 18 seconds.
- Even if the base healing was increased by 20% (making Withdraw heal as much as it did before since its cool down was increased by 20%), it would still be weaker than its previous version because you don’t get the evade or condition cleanses as often as before. The 10% heal increase needs happen at a minimum like what was said when it was announced to be getting an increased cool down.
-Haste should have its cool down reduced to 50 seconds like Engineer’s Elixir U.
-Roll for Initiative should have its cool down reduced to 40-45 seconds to make it more on par with Ranger’s Lightning Reflexes. Alternatively, its cool down could be reduced to 30 seconds and the initiative gained could be reduced to 3 or 4.
-Scorpion Wire in general is very buggy/unreliable. Its velocity may need to be increased or whatever else it needs to make it much more reliable. A damage increase would also be nice, as well as crippling the pulled target. Its cool down could maybe be reduced to 15 seconds depending on how it feels after the above changes.
-Caltrops should have its cool down reduced to 15 seconds, its duration reduced to 5 seconds, and its cast time reduced to 0.5 seconds. The cripple applied should be reduced to 8 seconds since there is a shorter cool down now.
- With these changes Caltrops will have the same overall up time as it has now, but it would be more useful/accessible. Currently the long duration is wasted since opponents can just quickly walk out of the aoe circle, and then you can’t use it again for another 24-30 seconds.
-Dagger Storm should have its cool down reduced to 75 seconds and become a stun breaker. It should also just grant 5 stacks of stability for 8 seconds at the start instead of pulsing stability every 3 seconds.
- Currently, if you manage to get interrupted while using Dagger Storm(or even decide to simply dodge), the whole skill is cancelled unlike other profession’s pulsing stability elite skills, and you then don’t get the second or third stability pulses either.
(edited by Raiden.1375)