I hate to admit it, but I love playing my init focused thief. I never have had to group up, as I can roam and survive most anything I care to. This will not change, as I am antisocial and don’t like playing in competition with others… which brings me to these notes and my major peeve here. In regards to the modifications to the Acrobatics IX change: I’ll only still be carrying this on my build because ALL the other options for Acrobatics 20 are weak, including new and old options… You criticize the “init” builds, while trying to make claims about getting players in the fight… well I’m in the fight, the whole time, but not likely now since you nerfed EVERY init boost I have as an option while claiming a .75 to 1.0 base boost is supposed to make up for it. Running in circles as if I’m caught, I’m dead (the way to look at it, not quite literally) wasn’t enough for you?
– Reading your changes, it seems you want us to run more (Crit Stikes X, Acrobatics III), be caught more (hard to catch relocation), and do less damage (Critical Strikes 15, Acrobatics IX)… great message. You know any other good dual pistol builds, as it seems my thief was too good :/… so, specifically:
– How about instead of being kind and increasing Acrobatics IX to 3 per 10 seconds, you just leave it alone instead of hampering it’s already WEAK plus .2 init per sec… a whole trait just for plus .1 init… makes me wonder, how about you delete it as an option instead of nerfing it beyond “decorative” level in a build? Or changing it’s name, as plus .1 is hardly “Quick” Recovery.
– Or reduce the cooldown spike to 3 secs instead of 5 on Critical Strikes 15? You weakly modify the base init gain compared to the massive hampering you do elsewhere… and the math just doesn’t add up for me. My init gain is no longer based on my contribution to the battle, or my desperate fight for life, but a meager boost to base gain after the compensation it provides for the Acrobatics IX drop? Some encouragement to “keep fighting” you came up with there, how about trying to increase the number of skills we can use by decreasing the number of skills we have next?
– Oh, and I’m heavily vested in the Acrobatics line… and you’re going to hamper me beyond belief. I stay alive by killing, it is the only niche I found to keep my dual pistols alive while in the fight… Unload can only have 1 Opportunist boost now, forget your silly “50% chance”… only 1, ever. 8 shots, 1 chance (5 sec skill)… with a 60%+ crit chance, I could keep myself in the fight and useful with the occasional 2… and the miracle 3 per volley… now it’s “sorry, I have to back off compadres, I shot at it too much. :/”?… get a clue devs, stop with the hate. High init requirements need init, not punishment for needing it.
– As a final note… what’s with the bs about being better… you make a 35% increase to the output of Assassin’s Reward, an already weak skill considering your changes… how is it not to be seen as evidence of how much you’ve hindered the average initiative output per sec of a player? This 35% increase just drips of “oops, we better fix it, as it will be useless if we don’t change it with these modifications to init”…
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