The goal of this redesign is to present Thief players with:
a) more interesting choices in combat
b) a system that rewards resource management over spamming
c) a more universal Stealth system usable by all builds and weapons.The core of this redesign focuses on the replacement of Steal and reworking of Initiative.
1. Initiative
On a functional level, Initiative will remain unchanged. It will still be used as a resource for weapon abilities just like currently. However it will also be used as a resource for Stealth. As such, it limits how much Stealth can be used within a certain window and forces the player to chose between offensive pressure and stealth.
Also instead of regenerating at a steady rate of 1 point every 1.33 seconds Initiative will replenish faster, the more you have and slower, the less you have. As a guide line, Initiative should replenish as follows:
1 point every 1.0 second when above 7 Initiative
1 point every 1.5 seconds when above 4 Initiative
1 point every 2.0 seconds when below 5 InitiativeThe goal here is to discourage ability spam without removing the choice. Players will be rewarded if they manage the resource well and starved if they dump it too quickly. Other MMOs have used similar resource systems to great effect.
Note: Some Initiative replenishing traits and abilities would require revision with such a system.
2. Stealth/Steal
Steal is no longer a base-line profession ability. Instead it replaces the current Infiltrator’s Singet and becomes a standard utility ability. Instead Stealth becomes the new profession ability. It would work like the current Blinding Tuft or Bliding Feathers you steal from mobs and Thieves. It would stealth you immediately until your exited Stealth either by attacking or pressing F1 again.
However unlike other Stealth abilities this Stealth would consume Initiative at a rate of 1 per second. This puts a cap on how much a Thief can stealth and forces him to chose between offensive ability use or defensive stealthing. For balance reasons Stealth would need a minimum duration of 2 seconds so people cant just dip in and out of Stealth constantly. The Revealed mechanic would function as usual.
Hi,
1) I liked the dynamic regen rate in other games too, but they tend to have a much larger resource pool relative to resource cost. With one CnD or Black Powder putting you into the slower regen bracket, sustained DPS would actually be more boring with your system because it would force us to auto-attack between every 1-2 Initiative cost abilities. Considering melee weapons already reward us for not interrupting auto-attack chains, we’re already encouraged not to spam completely mindlessly.
The way I see it, you would effectively have to increase the size of our initiative pool in order for the system to work like dynamic regen pools in other games, which might be cool, but it would be a buff to the class.
2) First, I really like Steal and would hate to see it diminished. It provides a lot of interesting choices in combat, which is one of the key goals your striving for. Diminishing it seems counter-productive.
As others have said, there’s a reason stealth is restricted. It should be pretty obvious how on-demand stealth for a ranged spec would be ridiculous.
My 2c-
As long as we’re talking about complete redesigns, I think merging condition damage and power would make the game in general more fun, especially for Thieves. Yeah, you might still spam Death Blossom, but choosing between direct damage and condition attacks based on the situation, your target, and your teammates would be pretty interesting. Of course, it might come at the cost of less build diversity, but I think it would be 100% worth it. Different builds would still have more ways to apply conditions than others (and/or more condition duration). In some ways, it might make more builds viable because you’d have more options available to you.