I posted this in the theif section to see what my fellow thief players think (I play thief and mesmer @ 80 wvwvw but only ele in spvp). I am posting it here to also see what non thief players think. Keep in mind this redesign will remove most but not all of the burst the thief currently has and most build around (The 1 trick pony/1 hit wonders)
WARNING: LONG READ
With all of the complaint threads about thief, and screenshots of some insane amount of damage always saying it was done in 1 second etc, and never able to show any other circumstances (orb buffs, vulnerability stacks) then you add on to the fact A-nets horrible reputation (they are going to beat SWTOR devs at this rate) for nerfing the wrong ability (HS and PW). I think we might as well request a redesign. If their current “balance” adjustments continue in the same direction Thief players are not only going to have zero use in competitive play but even less use in wvwvw environments.
Personally I would have no problem if they redesigned the entire thief class’ damage to be based around condition damage instead of front loaded. Now this would probably require them to either A. improve condition damage scaling, or B. increase Vulnerability viability and have it effect conditions as well.
Lets start off with dual skills. I think dual skills should be the staple of each weapon combination. All the other abilities should have a way to streamline and create fluidity with said dual skill. Lets use death blossom as an example; It’s most upfront power is the ability to apply bleeds. Well all the other d/d abilities are really streamlined for a Burst damage build, save maybe the cripple on Dancing dagger (Im not going to count Lotus strike because lets face it it requires to hit 3 in a chain plus poison is lackluster as it is)
So with this redesign I could see D/D Each hit in the #1 chain does a specific condition,like double strike applies poison, wild strike applies bleeding, and lotus strike applies burning . Heartseeker could still do front loaded damage, and be a finisher, but all of it’s front loaded damage would be based around a bonus (like 5% for each stack of bleeding and 10% for all other conditions and requires target to be below 30% hp and obviously the base damage would have to be altered)… Also if the possible damage is made to be very very high, it could always consume the conditions after a successful hit, like a drawback. Of course there is always the way of changing it from a finisher to just a decent front loaded damage hit for the now condition thief while still having its damage based on number of conditions, (which makes even more sense in the initiative design), where you can apply your conditions and choose to spend init on an attack with front loaded burst depending on how many conditions/stacks you have on the target, with the counter being the target uses a condition remover and you just blew initiative and did tickle damage.
Then we move on to backstab, keep the positional, just have it do a plethora of conditions if you hit from the front, and another front loaded hit based on how many conditions you have on the target when you strike from behind (this actually works really well on paper because it shuns away from 1 hit wonder and now requires actual out of stealth preparation like applying conditions or doing a front backstab before doing a back one)…. I am sure cloak and dagger could remain the same but if I were to change it in this redesign I would just have it not require a hit to stealth since it still takes initiative hit or miss.
Note: In my head, with the improvement to condition damage scaling, I am seeing something like 1k condition damage stat on a thief achieving maybe a 10% gain per tick of bleed damage for example over having 1400 condition damage currently.
Now you could say, “What would the use be for crit or crit damage now?”
Answer: Well with the attacks that still do front loaded damage with bonuses based on condition amount/stacks, those will still be able to crit. Also this change would require an obvious rework of a lot of talents, probably more talents in the critical strikes field that give things like “% to Bleed on crits”, " % to Chill on crits", “% to poison on crits” or “100% chance to cause Random condition on crit”
For other weapon choices, we could have Sword attacks be changed to heavily favor locking down an opponent but keeping mobility ; no more bugged self root on PW.. (thats just lol for a mobility based class). All #1 sword chain attacks could do conditions like daze, OR chill, and maybe an increased duration cripple. Pistol whip will no longer make the thief invulnerable during the duration, but will no longer self root, still stuns and only does 1 hit of a damaging attack (no longer a channel).
(edited by Knyx.5926)