Do you feel like the thief could be much more? That his mechanics don't do his theme justice? Maybe his elite specializations have a weak design? Or do you just want to post some crazy ideas? Well, then this thread is for you.
So, just for fun, how would you redesign the thief?
Last update here: July 6, 2018
Few personal ideas to start the thread:
Thief - Replace Steal with a Skill Belt
Personally, I don’t like steal too much. It’s just a quick teleport that gives you some random skill (most of the time pretty forgettable). It’s just boring, design-wise, for the profession mechanic. It could be much more.
A thief should have many dirty tricks up his sleeve, and the mechanic bar is kinda wasted with no additional skills. So, what about a skill belt, with some good old throwing weapons?
You would have three mechanic skill slots: F1, F2, and F3. You would be able to customize each slot with an unique mechanic skill, freely chosen from a list. They wouldn't be very useful separately, and you would need to combine them. What would make them special is that they would all be chain skills, and all three skills would advance chain steps progress simultaneously (so, when you use one, the three would step to the second stage). These skills would also provide various simple combo field and finisher options.
The goal of these belt skills is to give you an unique combo system, reminiscent of martial arts. Something that feels sneaky and tricky, and that while simple, can lead to many interesting combinations, which can be really useful if used right.
These belt skills would spend initiative, just like weapon skills. They would benefit from active venoms as well, which would let you apply them in new ways.
The concept behind these belt skills could be too similar to some of the daredevil physical slot skills, which could need replacements. A good opportunity to focus more on melee martial arts for the daredevil, a theme that doesn’t reach its full potential now.
Think of the engineer tool belt, but customizable, with simple but versatile skills.
Thief - Dual Wield redesign
The current Dual Wield model gives an unique 3rd skill depending on the main-hand and the off-hand weapon. However, this can be problematic in the long term, for you need to create new skills for every combination, and each new weapon you add will grow that number, exponentially. Also, it’s kinda boring to wield two pistols and only fire one at a time, except the 3rd skill.
So, this dual wield rework would be something like this:
It’s more work in the short term, but less in the long term, and lets you wield two pistols and use both at the same time, with a new autoattack where you fire both of them, and a 5th skill where you spin while firing or something. Cool stuff, and an actual real dual wield.
Some skills could be similar to when you wield different types, there’s no need for the 5 of them to be 100% unique. As for the removed 3rd skills that are not recycled, most of their variations are pretty similar, so nothing of value would be lost.
This model is interesting, and could be theoretically applied to other professions as well, though the nature of the thief makes him the priority.
Daredevil - Partial redesign
I feel like the first elite specialization fell flat in so many ways. I'm an advocate for mechanic bar changes with every elite specialization, and the daredevil got none of that, just an alternate dodge. It's not enough.
There's a "martial arts" theme here, but it's not fleshed properly. That can be a good starting point.
First of all, I would apply the Replace Steal with a Skill Belt idea from above, and improve it, by adding two additional slots, F4 and F5, where you can equip more belt skills. Additionally, the daredevil would get new belt skills options.
Two of the physical slot skills feel way too similar to the belt skills, dealing with knives and such, so I would remove them, and replace them with other close combat melee martial movements, both of them with chains. Then I would upgrade the rest to have three step chains, even the healing skill, to reinforce the theme of the elite specialization.
As for the alternate dodge, I'm happy with it, and wouldn't change it too much. Maybe make it more customizable, or easier to select, but keep the original skills.
These changes would also establish daredevil as the core elite specialization, keeping the original thief gameplay almost intact, and letting all other elite specializations go wild with new mechanics and gameplay ideas.
Deadeye - Full redesign
I feel like the deadeye doesn't have a strong theme, and lacks personality. It's just some random guy with a rifle.
A cool theme for the elite specialization could be "high risk, high reward". This would be reflected by new rifle skills, that let you channel for greater damage, at the risk of being interrupted and losing initiative, and gambling elements in the slot skills, that let you "throw a dice" to get an effect, and throw again if you don't like it, for a chance of better or worse result.
So, the new deadeye would be a desert brigand, who loves games of chance, hangs out in the Amnoon casino, and kneels to pray to some pagan goddess of fortune.
The first step is to remove Malice and Deadeye's Mark altogether. They're cool mechanics, but I don't think they fit this particular elite specialization too much. Now we have a clear slate.
The second step is to take Kneel further, and turn it into a mechanic skill, affecting all weapon skills, kinda like an elementalist attunement. The melee skills would get ranged or shadowstep alternatives, and every weapon would get a "hold for more damage" channeling skill in the 5th skill. The rest of the skills wouldn't undergo great upgrades, just minor changes to reflect the alternate mode. As with the original kneel skill, the kneel mode would disable basic movement.
Steal would be gone, too, replaced by a new mechanic, Dices. F1, F2, and F3 would each represent a different dice, and they would be free to throw, but have a cooldown of 10 seconds afterwards. Throwing dices would apply a new effect, Blessed by Luck, stacking depending on the dice results. Specific combinations of dices could apply bonus effects as well.
The cantrips would be removed and replaced by glyphs, with different effects depending on the current mode (normal or kneel). Their effects would be randomized, and themed around different games of chance, specially cards. They would have a bonus chance for the better results the more Blessed by Luck you have at the moment of the activation.
Each stack of Blessed by Luck would boost precision, and improve the effects of glyphs, as well as weapon skills, but only in kneel mode. Some of these skills would forcefully reset the dices, while others would consume some of the blessed by luck stacks. The key of the elite specialization is learning how to manage your resources, calculating risk and reward of your actions. Blessed by Luck would last for 1 minute, and you would need to refresh it now and then, by throwing one dice again.
You can use the channeled skills to do more damage, but when should you stop and fire? If you take too long, your enemy could interrupt you, or find cover. You may not like the current amount of Blessed by Luck, but maybe you get a worse result if you're greedy? Maybe you have a good dice combination, but the effect is running out, so you have to choose between spending the stacks on the elite skill, or throwing one dice again to refresh the timer.
I think this could prove a very interesting gameplay, pretty fun with the highs and downs, and really powerful for those who can micromanage the high risk high reward situation.
Just some random ideas to begin the thread. Waiting for yours!
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