I think they should go along the lines of something a little simpler but that benefits any sort of dagger usage and the same goes for potent poison to benefit a condition build as a whole. Something like
[Dagger Training] Gain increased damage and condition duration for each dagger equipped. Off hand dagger skills refund 1 initiative if they land (dancing dagger would be limited to 1). Damage increase 5%. Condition duration increase 5%.
[Potent Poison] Increase condition duration by 15%. Poison deals an additional 15% damage.
That an interesting idea on dagger training but I really do not think 5 percent duration increase will help a lot. I assume you talking about all durations rather then just poison? 5 percent extra damage is exponentially better then 5 percent increase to condition duration.
We already had 5 percent extra rolled into daggers baseline. In power builds there are NO issues with daggers ability to inflict damage and I do not see why they need to be boosted damage wise yet again.
I still feel applying poison via dagger training is the way to go .
I agree that daggers don’t really need another 5% damage bonus since the last one was already rolled into daggers baseline. I also don’t think there needs to be 2 general condition duration increasing traits in the same line.
Not sure if you guys missed it, but what do you think about my last suggestions, including the one for Dagger Training?
Its a neat idea except that d/d isn’t the only condition set that can have dagger in the mix so I’d hate to see p/d punished when it already is underperforming in pvp (only works in wvw because of condi foods). There needs to be more welcoming traits for any weapon set, and d/d, although flawed, is our best hybrid weapon set and it’d be nice to see it succeed.
I know 5% damage =/= 5% condition duration but the durations on the conditions dagger applies are already fairly up there (6 sec poison, 10 second bleed). 5% is just an example anyways, the idea I was trying to put dagger training with was for either/or builds, or both for that matter. You can be strict power and would love that 10% bonus damage and rewarding CnD or you could be condition and appreciate that extra second of bleed in addition to the heavy ammo of dancing daggers in case you find a field to utilize it in. Remember its not exclusive to 1 condition type, so 10% would affect more than 2 skills which the power portion only sees.
Either way, I think our access to poison is present already but the removal of our 30% condition duration hit kitten top of the severe nerf to choking gas. If DT is kept as is it only promotes risky behavior with initiative spending and if it turns to an applicator with an ICD its either underwhelming or becomes too simple minded to put it to use in a condi burst. Dagger already has the conditions needed to function (minus swapping vulnerability with blind for CnD) as a condition set w/o the current dagger training, I much rather see a more skill based trait to bring some light to this weapon set.
I like the sentiment here. While I agree that D/D has the potential to be a condi set or a power set, I don’t think thief will ever be a hybrid class because we lack the might stacking that is available to all the classes that have had successful hybrid builds.
I don’t get the choking gas nerf either. Even if people stood in it for all the pulses, it still wouldn’t have been great because poison doesn’t stack duration anymore and SB is more of a utility weapon than anything. The duration nerf to the line was also pretty bad which is why I advocated boosting the base durations of a lot of the skills. I went with only increasing poison duration on potent poison because it fit the thief thematically and would have brought D/D up in terms of condi damage. Also any build in DA has at least limited access to poison through steal so boosting that was important. Finally both (potential) condi builds share an OH dagger so improving that was the basis for giving it an ICD with a decent duration.