That’s the thing – the trait used to be entirely about damage when getting the jump on your enemy. That was all. The entire design of the trait changed, and it honestly nerfed more underpowered builds more and buffed the stronger ones while trivializing play and reducing the impact of decisions.
P/P got buffed the most via unload spamming, nothing else. The aftercast removal on Vital Shot did little to help P/P power and next to nothing for interruption P/P condi. As it is, spamming unload is mathematically the best option P/P has for damage because of the might stacks paired with Lead Attacks. The same is said about Shadow Shot spam, P/W spam, or really any effect on a power kit. Conditions just got buffed (for no legitimate reason) and again, already-spammy/repetitive styles of play got buffed at the expensive of skilled play and initiative management that was once a critical part of the core thief design, nerfing other sets like D/D or builds focused around quicker fights or a plethora of abilities.
Dancing Dagger doing decent damage from a 15% modifier? I’m sorry – what? The skill is conceptually an under-performer and did and still does pitiful damage unless enemies are grouped together – but still, that 15% at-best bonus is not at all worth it, as odds are if you’re capped on LA’s damage and using DD, you’re already in combat, have exchanged blows, and are trying to reset/recover initiative after a disengage. If you’re trying to persist in a fight, a single AA (and especially HS) will out-perform it, anyways, so it’s a waste.
S/D has been least-effected by the change in terms of damage and style adjustments, but not because I think it has to do with tempo or using other skills; S/D always hovered around intermittent and mixed skill use when played well, never keeping full initiative but never dumping it, either. Dump initiative on S/D and you die. Don’t use anything and you also die. It’ll probably maintain around 6-12 stacks or so of LA which is about the same as it would have on the old LA by timing.
In many cases, it’s not a relentless sequence of attacks being maintained. It’s pressing one optimal skill repeatedly and getting rewarded for pressing it over and over. I’ve killed people putting Repeat Skill Use on #3 on D/P (sometimes #2 for trolls), P/P, and S/P, now for sequential Shadow Shots/Unloads/PW’s with no other skill use. That’s spam. And getting rewarded for it and not punished is completely stupid.
Having the stacks not accrue OOC would actually nerf the nerfed builds even more than they already are. The builds which spam one skill in combat (D/P, P/P, S/P, D/D condi) would get strictly more benefit than those which don’t and try to run with a few stacks before a hard engage while maintaining full initiative. It’s another hard nerf to builds focused on the engage and not the sustained fight, which is where the thief is supposed to do well, and is not doing well at the moment because of passive procs/auto-defenses from other classes which inhibit most good engages, anyways.
I think you vastly underestimate how strong a few select abilities in the thief’s weapon set kits are. I run with no utilities and kill people all the time because a few select weapon skills can carry the entire weapon set, utility skills, and the class in general.
Yes, the thief should have the ability for repeated skill use. I agree to that wholeheartedly, because the profession depends on the ability to think quickly and re-use skills on a whim if a threat is posed or opportunity opens, since the thief’s stats are innately lower than other professions’. That doesn’t mean that the thief should be rewarded for pressing the same skill over and over.
And that’s what LA was initially about; it rewards players for conserving initiative until they need it, while playing at a tempo which could help push damage at the cost of a flurry of skills for that one opportunity, or reuse skills for defensive purposes without having an extra damage modifier, which may cause them to miss an opening at full capacity, giving the opponent some leeway on how to play well against the thief, but giving the thief some capacity to determining if and when to wait and land an attack at peak damage or focus on the sustained game.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/