Thank you for starting this topic. Incoming list of thoughts.
Changes Going Forward:
Please stop nerfing damage without compensating the ability to do damage in other meaningful/fun ways. If burst was a problem, why design a class based around ambushing their targets? Even condition builds are bursty with its ability to stack a respectable amount of bleeds in a short time.
Stealth:
Thieves are being unfairly punished for culling issues. Stealth is NOT permanent. Restealthing eats cooldowns or initiative. Though we do not get knocked out of stealth, we are still vulnerable to damage and have a nice 3-second revealed debuff. Though initially skeptical, I like the short duration of stealth because of the risk involved.
Steal:
Steal can be fantastic when properly traited. It is more melee-oriented though. A shadowstep away as 2nd class ability would be welcomed. It would be useful for both melee (to avoid aoe) and ranged to create distance from melee. Have this 2nd ability put both Steal and this on cooldown.
Alternatively, please have the stolen weapon do some or all of the following:
-Not go on full cooldown when interrupted.
-Stored in F2 for later use. Stealing something new would replace this.
Traps:
Traps feel weak not because of its effect, but its inability to really control an area outside of 1 target. This may work in spvp, but its effects are diminished in WvWvW and dungeons. In dungeons, the vast majority of the fights are group fights. Traps will only affect the first target that trips it, which may or may not the one you wanted to control. Caltrops, as a trick, are far more effective because of its size and that it cripples the area for a set time. Consider redesigning traps (rangers as well) to resemble caltrops. Of course Ambush Trap and Shadow Trap are exempt from this.
Scorpion Wire:
I’m satisfied with the majority of the tricks category as being situationally useful based on encounter/build. Scorpion Wire ranged increase was sweet, but the pull is unreliable. I’m assuming its due to how low compared to the body that the wire is thrown from causing it to obstruct when used against keep walls. There’s also the randomly short range that the wire can pull when thrown against uneven terrains. Please try to fix this and consider increasing the projectile speed.
Stealth Skills:
I do not like that some Stealth and Dual Skills tend to not synergize with each other. Sneak Attack is condition + weak power, while Unload is all power. Backstab is power, while Death Blossom is condition + weak power. Consider either streamlining dagger/dagger to be all power and pistol/pistol be all condition or provide 2nd/alternative Stealth Skills.
Dual Skills:
Death Blossom – unless you’re considering making this more power oriented, then its fine as is.
Shadow Shot – remove the root/make the stab instant. Just think of a reverse Shadow Strike.
Unload – expensive and weak even if it is a ranged attack. Consider lowering the initiative cost or making it more like Sneak Attack (with say a bleed on every other hit to balance).
Shadow Strike – fine as is.
Flanking Strike – is unreliable and locks down the movement in an awkward way. Death Blossom feels right in the way it moves and locks you into the jump in comparison. Consider making this into a parry-type skill or a melee-shadowstep that puts the thief behind the target.
Pistol Whip – with Anet’s acceptance of splitting pve and pvp numbers, please return the -15% nerf to Pistol Whip for PVE. It is expensive and locks you in place. Currently, it does about as much damage as the auto-attack and you can mimic the effect with Black Powder and auto-attack.
Elite Skills:
Lack of Underwater Options – please either let Dagger Storm and Thieves Guild to be used underwater or improve Basilisk Venom’s effect to be more attractive.
Basilisk Venom – the stun is nice, but it seems more appropriate as a skill rather than an elite. Outside of a gimmicky build that takes advantage of Runes that proc off Elite skills, this is just simply underwhelming.
Traits:
Overall – Deadly Arts and Shadow Arts are designed the best in both theme and function.
Improvisation – too random. It’d be better if it picked a skill family from what you have equipped.
Sundering Strikes – remove the 1-sec cooldown. Control the total effect by its duration instead.
Venomous Aura – increase the range and maybe fold Residual Venoms’ effect into this.
Ricochet – one of the worst traits for thief. This trait can go a long way in improving pistol/pistol builds. Instead of the warrior rifle trait that makes bullet pierce, make it a 100% chance to bounce to 1 target.