a viable realistic idea to the new Mug

a viable realistic idea to the new Mug

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Posted by: Rafahil.2857

Rafahil.2857

So pretty much all has been said about the the upcoming change to Mug I came up with an easy fix to ease the heal part of it to make it more viable as an opener. (I won’t begin about the damage nerf here, just the heal)

If you are at full health and use Mug normally you won’t heal and that part of Mug would be wasted, but what about if at full health and you use Mug it would increase your max health temporarily by the amount it would have healed?

This way you have more health to survive a starting fight making it somewhat better to put pressure on enemies and giving your glass thief a wee bit more time to do his thing.

(I’m only making this suggestion, because I don’t see anet bringing Mug back to its former glory.)

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Posted by: Tulisin.6945

Tulisin.6945

I came up with an easy fix to ease the heal part of it to make it more viable as an opener.

Kind of completely defeats the purpose of changing the ability to give it a more active combat role and diminish its use as a pure opener.

You can “put pressure on an enemy” by using Steal to re-engage after your initial attack and retreat.

(edited by Tulisin.6945)

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Posted by: Enjoyluck.2618

Enjoyluck.2618

Mug can’t crit means the bonus crit damage also will be removed that makes it lose 66% damage at least lol. So mug will deal instead of 4k damage. 1k damage.

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Posted by: Dasorine.1964

Dasorine.1964

Ideally it would be nice to have it work well as an opener and mid fight, the easiest way to do that would be to make it just do damage as thats equally as useful regardless of what situation you are at in the fight (and if your stating that dealing damage isn’t useful to your build then why take it or trait the damage line?)

But since thats out we are given a heal on steal as well as smaller damage, still technically useful at all situations but in a much weaker way, with it now being weakest as an opener as the heal is entirely wasted.

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Posted by: Pentalic.5409

Pentalic.5409

I see your idea and raise you this one:

Mug does damage based off how many points of initiative are burnt when Steal is activated.

That way, they can balance it so that there is more of a reward for the thief to use it as a re-engage rather than an opener.

Blackgate – Asuran Thief – Pentalic The Silent
“A wise man once said something. No one paid attention.”

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Posted by: Benji.9203

Benji.9203

I once read a post about the idea of stealing a random equipped utility from a target. That would be really cool. I would trade all of mugs damage and healing capabilities as a way to compensate for balance but that’s just me nothing serious.

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

I believe in state of the game the devs said they wanted to give thieves a bit more ‘boon hate’.

So I say:
- remove: heal
- keep: no crits
- add: steall all boons from target

Wouldn’t you love to steal every boon off a guardian right after he pops Save Yourselves! or Empower, perhaps a Warrior when he pops Signet of Rage or a Ranger when he pops Rampage As One.

Stealing all of a player’s boons would really make them feel robbed (or Mugged as the trait is named).

Stealing ALL boons just goes with the theme of our profession being “thieves” (stealing things) rather than “assassins” (killing things).

Bountiful Theft trait could be re-worked into something else.

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Posted by: Rafahil.2857

Rafahil.2857

Well we don’t have much to work with. The devs won’t change it no matter what good ideas we give them they are too stubborn to listen. My ideas was a mild buff, obviously we’d like a better buff then that. I just don’t see that happening.