Upcoming changes to Thief - Flanking Strikes

Upcoming changes to Thief - Flanking Strikes

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Posted by: Lady Minuit.3186

Lady Minuit.3186

Hello,

So looking at the upcoming changes to Trickery, I really like most of it, but I noticed Flanking Strikes change is less than impressive.

Currently we have “Flanking Strikes increases damage when attacking a foe from behind or the side by 5%.”

With the change it becomes “Gain haste when attacking a foe from behind or the side.”

So basically they mixed Flanking Strikes and Critical Haste to get a weaker new trait.

Unfortunately, instead of just giving off Quickness it gives Haste, which kills your endurance.

Now I think it makes this trait really weak because it puts you in a bad position, similar to what randomness of Hard to Catch would do. I explain.

When using Haste as a skill you can time it with Signet of Agility to mitigate the effect of losing your endurance, but on a trait it’s harder to predict when it’s going to come in effect and so it could really put you in more danger than it would help you.

Therefore I suggest either simply grant Quickness and not Haste, or change the trait entirely to grant Initiative, which would remain in the spirit of Trickery.

Flanking Strikes: Grant 6s of Quickness when attacking a foe from behind or the side.

OR

Flanking Strikes: Regain Initiative when attacking foe from behind or the side.

Thanks.

Lady Minuit

(edited by Lady Minuit.3186)

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Posted by: Maugetarr.6823

Maugetarr.6823

I like the idea of just granting quickness. Quickness already shortens evade frames and leaps, so it’s already a tradeoff. If they immobilize, chill, or somehow else create a gap, both your offense and defense will already be reduced.

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Posted by: evilapprentice.6379

evilapprentice.6379

It should absolutely be Quickness, and not Haste. kitten , Haste is a stunbreaker – why would you need a stunbreaker when you’re not stunned?

Maybe 6 seconds and a 60 second CD could be changed to 3 and 30, but in no case should it not be Quickness.

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Posted by: Auesis.7301

Auesis.7301

It was even said on stream that they were heavily considering removing the Haste and just having Quickness.

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Posted by: Lady Minuit.3186

Lady Minuit.3186

It was even said on stream that they were heavily considering removing the Haste and just having Quickness.

Ok I don’t remember them saying that but good to know

Thanks everyone for the feedback!

Lady Minuit

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Posted by: Woaden.9425

Woaden.9425

It’s a strange choice. I agree the stun break is a bit odd. However, consider two things:

You can attack someone from the side/behind instantly with a Mug Steal, so that could act as a poor mans stun break – which is what I use a stun-steal for now in some situations, anyway!

Also, Haste is a trick. So it would remove a condition, if you have that traited.

You’d lose both of these things if it was converted to simple quickness.

I’d like it and be interested in it either way tbh.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Hello,

So looking at the upcoming changes to Trickery, I really like most of it, but I noticed Flanking Strikes change is less than impressive.

Currently we have “Flanking Strikes increases damage when attacking a foe from behind or the side by 5%.”

With the change it becomes “Gain haste when attacking a foe from behind or the side.”

So basically they mixed Flanking Strikes and Critical Haste to get a weaker new trait.

Unfortunately, instead of just giving off Quickness it gives Haste, which kills your endurance.

Now I think it makes this trait really weak because it puts you in a bad position, similar to what randomness of Hard to Catch would do. I explain.

When using Haste as a skill you can time it with Signet of Agility to mitigate the effect of losing your endurance, but on a trait it’s harder to predict when it’s going to come in effect and so it could really put you in more danger than it would help you.

Therefore I suggest either simply grant Quickness and not Haste, or change the trait entirely to grant Initiative, which would remain in the spirit of Trickery.

Flanking Strikes: Grant 6s of Quickness when attacking a foe from behind or the side.

OR

Flanking Strikes: Regain Initiative when attacking foe from behind or the side.

Thanks.

Not going to happen because of Vigorous Recovery.

Flanking Strike is obviously a trait for S/x builds that normally doesn’t rely on dodge rather on evades. So why Vigorous Recovery? That’s because most S/x builds uses Withdraw and with Vigorous Recovery, it replenishes Endurance. Not to mention Bountiful Theft.

So, I would have to disagree with your proposals.

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Posted by: Terra.8571

Terra.8571

Haste now has had the endurance loss part removed and gained a few seconds of fury. So this trait which benefits from 20% reduc in tricks, essentially means thieves can get 12s every 48s of quickness when paired with the haste ability. That’s 25% haste uptime – more if yo have any boon duration. This is interesting for a lot of builds – s/p for pistol whip, p/p for unload and even d/d for auto attacking. Can’t wait to try this out.

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Posted by: Dahkeus.8243

Dahkeus.8243

Haste now has had the endurance loss part removed and gained a few seconds of fury. So this trait which benefits from 20% reduc in tricks, essentially means thieves can get 12s every 48s of quickness when paired with the haste ability. That’s 25% haste uptime – more if yo have any boon duration. This is interesting for a lot of builds – s/p for pistol whip, p/p for unload and even d/d for auto attacking. Can’t wait to try this out.

Yup, this is pure buff. This is quickness + fury when you flank, so you can actually control when you get the quickness instead of just getting it on a random crit.

Yea, you will get it less frequently (lower cd on Critical Haste than on Haste), but you get 6 seconds instead of 2.

In short: You get a controllable quickness buff plus fury for three times the duration at the cost of twice the cooldown (well, less than twice with the Trickster trait).