(edited by Super Riceman.8702)
Traps, Tricks and Venoms
It’s an interesting idea for sure, adding utility to things like traps and venoms rather than directly buffing them would make them more practical to use and attach some interesting opportunity cost decisions to them like your more-used shadow refuge, RFI, shadowstep, etc.
Perhaps not the exact effects listed here, but definately adding stunbreaks, condition transfer, boon removal, condition removal, and other such things to skills like these would definately make them more desirable and usable from a practical standpoint. Heck, just integrating something in to traits (as we’ve been told we’re going to get some trait combinations like Warriors are seeing, paving the way for new traits) would pop up the utility of traps or venoms focused builds. I’d like to see something like:
Grandmaster (Some trait line… Deadly Arts? Trickery?)
The Master Plan
Your traps steal one boon and transfer one condition from yourself to your target
Plan B
Traps and venoms may be used as stun breakers.This effect can only trigger once every 30 seconds.
Crooked Chemistry (replaces Residual Venom)
Venoms you apply last one extra strike, remove one condition, and add the removed condition to the venom’s effect at one quarter duration
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
Ice Drake Venom: Heals on successful hit
Caltrops: Removes swiftness and vigor from enemies, removes cripple from allies
Signet of Agility: # of conditions removed is based on missing health not nearby allies
1 per 20% missing
Ambush: allows you to shadowstep to marked target, 1200 range, doesn’t stunbreak
[Destroy Shadow Trap] Blast Finisher
Every skill type should have access to condi-removal and stun breakers regardless of which type would have the best, that way players are not forced to pick up certain utility types to get them. And it would be more viable if they were tied to skills rather than traits since you wouldn’t have to specialize to make them useful.
The whole point is to force players to make a choice between surviving (condition removal and stun breakers), more damage (Assassin’s signet.etc), and more utility (venoms, traps)
By adding condi-removal and stun breakers to venoms and traps, it means there is no need to make this decision.
Poisons do need a buff but adding these kinds of effects to them isn’t the right way to implement a buff.
Every skill type should have access to condi-removal and stun breakers regardless of which type would have the best, that way players are not forced to pick up certain utility types to get them. And it would be more viable if they were tied to skills rather than traits since you wouldn’t have to specialize to make them useful.
The whole point is to force players to make a choice between surviving (condition removal and stun breakers), more damage (Assassin’s signet.etc), and more utility (venoms, traps)
By adding condi-removal and stun breakers to venoms and traps, it means there is no need to make this decision.
Poisons do need a buff but adding these kinds of effects to them isn’t the right way to implement a buff.
Well that’s just it, these skills aren’t underused because they’re bad but rather because they are far too situational to be used realistically in the limited slots we have for them
The idea that’s presented here, giving them more situational utility, actually solves the primary problems with venoms and traps in a really interesting way. Choosing between, say, caltrops or tripwire should be a much more viable choice, however tripwire’s has only one use while caltrops has multiple uses The same can be said of other thief utilites that get a lot of use like Shadow Refuge. They’re not picked because they’re more powerful, but because they’re useful in more situations and thus create interesting and fun tactical decisions
This was something Anet recently addressed with Signets. They felt that many signets had either an active or passive that was really bad, and they wanted the skills to have some more solid decisions. Take a look around the utilities of most other classes and you’ll notice a similar pattern. The skills people use a lot do at least two things, which makes them more worth the utility slot, and much more fun to have on the bar.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
I think it would make venomous aura worthy of being grandmaster since it could help allies cleanse conditions and disables. It would also be more of a reason to bring thieves into WvW, PvP and dungeons since they have utility beyond their damage. It would stop them from being put into dmg roles by default.
As it stands now, there isn’t a lot to gain from adding a thief to your dungeon group