<<If you want to stick to the “100 words” version, just read the bolded text. The rest is for explanation.>>
First, the feel of the specs was fantastic overall, so much effort was put into them and it showed. Kudos!
I’ll limit constructive feedback to Firebrand and Deadeye, the two specs I played. I will only discuss mechanics that are “broken”, i.e., I won’t discuss tuning of damage or overall philosophy, which are open to debate. The focus here is on PvP exclusively.
Firebrand:
1. Tomes should be instant cast like Ele attunements. Right now it is not possible to use them reactively in a fight. At most, you can set one tome in advance of a fight, then stick to weapon swapping, unless you withdraw to “reset”.
2. Mantras have very short range cone skills and should be reworked. I feel a basic tradeoff between range/directionality was not appreciated here. You either have cones with longer range (600 or even 900), or AoE skills with short range (300), depending on the intended style of skill. Mantras are both, and are not very usable, either support or offensive. For example, blinds were very hard to apply to enemies and I would frequently see that my foe was not blinded, even though we were fighting in melee range.
3. Mantra casting is too slow. This forces you to not rely too heavily on mantras otherwise you will be spending a lot of time disengaging from a fight just to charge up your mantras.
3. Axe attack skills are too slow (and lazily designed as they are essentially mace animations). It seems obvious that axe 2 was a reworked mace 2, including the identical animation. Mace makes sense for it to be slow as it is a support weapon. Axe should be a fast weapon especially given the Firebrand theme. I feel a fraction of a second can be shaved off each AA swing. The best way to do this would be to remove the delay the blue energy axe animation appears after the physical swing of the player’s axe.
In general, the Firebrand lacks sustain in a fight not because of lack of defenses but simply because the choice of slow cast times for Mantras and Tomes (I’m not even talking about Tome cooldowns here) REQUIRING you to disengage from a fight which, since you lack effective disengage abilities, means in practice that you are at this point dead. For a spec that is supposed to be about offensive support, this is a bad design.
Deadeye
1. Marks should be instant cast like steal, there shouldn’t be a delay.
2. (Minor point) The Malice stacks UI should be reworked to be slightly more visible. I couldn’t see them at all at first and had to ask in map chat.
3. Basic movement skills like WASD and dodge should break you out of kneel. This is very important. The spec feels very clunky because of this. Not “clunky” in the sense of “oh my thief is slow”, which is not what this feels (and anyway this spec is not meant to be a quick and agile playstyle), but clunky in the sense that in the heat of battle, you EXPECT to be able to dodge to avoid something coming, but with the current mechanic you can’t just dodge. You have to do the extra keypress of release from kneel, then dodge. This is a fundamentally bad design. You must never allow a player’s expected movement action to fail or be stuck. An analogy: long casting skills can be broken out of by movement and dodging. If the Deadeye kneel mechanic was applied as a general principle in the game, then anyone casting anything would be forced to go through the animation before they could cancel. This would severely hamper the feel of fluid combat in the game.
As for its effectiveness in sPvP we shall see; Sindrener has very good points about Deadeye not being able to supplant Daredevil in the role of +1/decap in sPvP and doesn’t bring anything else to the table. As Sindrener (and others) have also pointed out, players learn quickly how to deal with a deadeye, and if you try any sneak & ambush shenanigans you get focussed down hard. I feel the overall design of the Deadeye is brilliant (and I was over the moon when I learned that thieves would finally get my most wished weapon set – rifle). But in practice, it is still a question of whether it will actually work (in sPvP).
(edited by alccode.1297)