This post is from a PvP perspective yes but it’s still relative to PvE.
Now let me start this post off by saying by no means are we weak, we are a strong profession in our area which is dealing damage and escaping. That doesn’t mean we don’t have broken or nearly useless feats which every profession does, I’d just like to shed some light on them.
Deadly Arts -
I. Back Fighting (50% damage while downed) -
Lets face it the thief has the weakest downed state in the game as far as damage or surviving goes, due to the complaints during beta about how often thieves managed to escape. We already have a low chance of killing someone in a downed vs downed state so this feat really doesn’t help and pales in comparison with the other traits like mugging.
II. Corrosive Traps (5 stacks of vulnerability for 5 seconds when hit by a trap utility) - Now this is almost where it needs to be as a feat, the problem is traps are the route less traveled because they function on a long term basis and need to be preloaded. There’s a possibility that you won’t actually be around the person caught in the trap in PvP. Traps also do not compliment the play style of the thief in which you kill a target quick and escape. If this feat made the vulnerability lasts for 15 seconds AND caused poison for 15 seconds it may make traps a little more appealing for combat.
V. Potent Poison (Increases Poison duration by 33%) -
Poison will almost never reach its max duration even without this feat due to removal and is weak to begin with, damage wise. Change this feat to either increase all VENOM skills by 33% or increase Condition Duration by 20% so it may also apply to bleeds and other random effects.
VII. Improvisation (Stealing recharges all skills of one type, randmoly) - “Random is never good, and rarely fun, especially when there’s a chance that you’ll get no effect. Should Imo be replaced entirely or refresh two different utility types that way there’s never a chance to miss entirely.”
Can’t believe I forgot to mention this one, this is something that belongs on a Mesmer. The thief community made it clear that random wasn’t appreciated when steal was in its early stages. This needs to be completely scraped and replaced, if you want traps to be viable this would be a good spot to put something to help trap builds.
Critical Strikes -
I. Furious Retaliation (Gain Fury for 10 seconds when your target reaches 50%, 45 second cooldown) -
The main and only issue with this is the 45 second cooldown. That is way to long for fury and consideirng most people with a crit build are already around 45%~ crit chance it’s laughable to choose this feat amongst anything else in the critical tree. The simple fix is lowering the cooldown to 15 seconds or removing the cooldown, but that could leave someone with perma fury with the right target planning. Perhaps when you deal 50% damage of your targets max HP to your target, you gain fury. No cooldown and this would require that you actually damage the person you have targeted.
IX. Combo Critical Chance (Dual Skills have a +5% chance to crit) -
Now the only weapon this actually compliments is dual pistols skill Unload. It’s meant to do phyiscal damage and giving yourself a bit more chance to crit can help a little but not by much. You’d be better off taking the quickness buff with any spec. The problem it has with the s/d and d/d is that these abilities aren’t meant for physical damage, d/d is meant for bleed applying and s/d is meant for boon removal. You aren’t really aiming to have them hit harder just do their respective secondary effects better. It would be nice if this feat got a little more complex and gave each dual skill an additional effect, perhaps applying a extra 2 bleeds with Death Blossom and removing 2 boons instead of 1 on Flanking Strike.
XII. Hidden Killer (100% crit chance in stealth) -
Now I know beta players were grateful for the boost from a flat 50% crit chance to 100% crit chance change, but let’s face it, you are only going to land ONE hit from stealth and with a crit build a vast majority of the time it’s a critical hit WITHOUT this feat. I know this would be highly debated as to whether or not this actually underpowered but if you can only land one hit from stealth and you’re probably already sitting on 50% crit chance you are much better off with Executioners consistent damage boost. One thing that could make this more appealing is a critical damage boost while in stealth so that the first attack you do which breaks stealth and reveals you hits harder than normal. A 25% critical damage boost on top of 100% crit chance while in stealth seems good and keep in mind it’s only going to work on a single attack.
https://forum-en.gw2archive.eu/forum/professions/thief/Underpowered-Traits-and-Skills/88747
(edited by Mange.8324)