Showing Posts For buriedinice.9210:
Overall
I am glad to see that there are changes being made to how thieves are stacking stealth and how our base initiative regeneration has been increased to help offset the removal of the amount of initiative regeneration from trait lines.
Regarding S/X Mobility
I understand that I shouldn’t be able to port using skill #2 infiltrator’s return (shadow return) if I am stunned since it is not a stun breaker. However, if there is going to be a cast time added on, there should be a balance put in place on initial infiltrator’s strike (IS). I suggest increasing the immobilize duration on IS so that a thief who has not been stunned is not affected as greatly by this change. Before a thief was essentially given an “oh crap” button when they tried to jump into a fight and were immediately stunned. Now, a thief who does the same thing and is not stunned is being punished. I think this will help offset the cast time. In saying that, I don’t think there should be a cast time at all; just make it so the skill can’t be used if stunned.
I saw a comment made on this thread, or another, about teleport stomping with IR/IS using skill #2 as a justification for making this change. I have never been able to do this with s/x equipped. This is only possible using the utility skill Shadowstep/Shadowreturn.
Critical Strikes – Opportunist
Honestly, I never even noticed this minor trait before. While the increase to a 50% chance is nice, I think an increase to kitten cooldown may be a bit much if someone has invested a full 30 points into the CS trait line. Maybe reduce it to a 3s cooldown if a full 30 is invested into Critical Strikes, or possible keep it at 1s, but no more than 3 initiative can be restored every 9 seconds.
Thank you for allowing feedback from the community regarding these upcoming changes.