... among other things.
My main problem to be honest is with Death's Retreat, and Kneel/Free Action.
Death's Retreat apparently fails immediately if you do not have line of sight between two locations. Which is ABSOLUTELY STUPID.This basically means that you -can- teleport onto cliffs... but you need to be within a sweet spot to correctly land on the cliff. If line of sight is not there, intuitively it should just move you as close to the obstruction, right? Well it doesn't! I get that shadow step has been plagued by Line of sight and valid paths for balance reasons, but this is the Rifle's freaking escape tool. It needs to be way more consistent than that. Oh and here's a fun fact! The Death's Retreat does not have a permissive property for the line of sight check! What is the permissive property? If you were to use a LoS test from one location to the other location, and it succeeds, logically it'd also mean that if you were standing in the targeted location, you'd see the starting location. That doesn't work with deadeye. You can be on a cliff and end up in a spot where the LOS is concidered to be broken. But you can not return to that previous spot by using the same skill.
Kneel and Free Action are both major parts of the kit. And there has been plenty of players complaining about how long it takes to kneel down, but that's not what I am going to talk about. I'm going to talk about prioritization. These skills are critical to the rifle on Deadeye. They absolutely need to take priority if a player uses it mid action. The weapon seems to do this for kneel, freely cancling channeled abilities to kneel the player on the spot. But it doesn't behave the same for Free Action.
And finally... a strong indicator on the UI for when the deadeye is knelt.
Some suggestions for improvements.
Remove the Death's Retreat requirement for a Line of Sight check. Or adjust the algorithm to be more forgiving about where and how it is used while maintaining the thief's terrain advantage over other classes.
Give Free Action the ability to immediately cancel channeled skills to stand the player up so he can escape. Allow the jump command, to forcefully remove the thief from kneeling without actually causing him to jump. Color the knelt skills UI emblems blue, or purple so it is more clear to the player that they are currently crouched.