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Some Suggestions for Thief before PoF


Lithril Ashwalker.6230

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The following is copy pasted from reddit to make sure as many people notice these suggestions as possible. there will be ongoing editing and formatting to make it look professional. Please bare with them.

Hello, In preparation for the Deadeye elite specialization in PoF, I had some suggestions to polish a few underused and underwhelming skills. The skill in question in this thread is Ambush

Only a small suggestion to make the skill work well with the deadeye in sniping and overall polish to the skill itself.

  • The issues: currently how Ambush works is that when triggered it summons a thief to your location, which doesn't seem very "ambush-y" . The issue we have here so far is not only that the summoned thief appears at OUR location but that the trap does no damage as well, which the only way to make the summon attack our target is to swing/attack @ our current target or get hit by it.

* Solution: I suggest having someway to make the thief that gets summoned to appear at & engage on the target that triggers it and not run to the owner's location. I also suggest changing the summon to be in stealth when first summoned for a few seconds then stealth attack to(dagger thief or pistol etc will have the appropriate stealth attacks) engage on the target that triggered the trap as to attack normally after using the sneak attack. If restealthed somehow they will reuse the stealth attacks then go back to normal attacks until they are unsummoned. Also add ALL traits that we have to trigger on their associated abilities...as an example, if we have side strikes, they should too or dagger training. clarification: the summon isnt 100% always in stealth, but rather starts out summoned in stealth.

note do not have them run to us at all unless there is no current target for a set time and instead engage on other enemies around it.

  • Currently a few things are messed up with Shadow Trap.

** 1. the trap requires line of sight for Destroy Shadow Trap which any obstacle such as hills etc, a rock, a pebble, a branch, a boulder will cut the teleport distance rendering the skill pretty much useless unless it is in a perfect completely barren level...which wont happen.

** Solution to the above - Make Destroy Shadow Trap act as a one man,no-need-to-hit-F-to-teleport Portal Entre skill which makes us teleport to where we placed it if there is a valid path, not line of sight. Line of sight kills the skill entirely especially when there is nearly a 100% chance to have something in the LoS when trying to get back to it or make it like Phase Traversal below if there is a valid path.

** 2. note :Phase Traversal for this next request as it uses Pathfinding and not line of sight. Shadow Pursuit usually works fine however to ensure it doesn't go wonky, Make it act as it has always acted but make Shadow Pursuit use the Phase Traversal Pathfinding method even if target is at 10,000 range exactly to ensure you can actually get to a marked target.

** 3. Add a show icon for the duration that you have to use Destroy Shadow Trap before it goes to full cooldown.

There are several other skills not just related to the thief as a whole that suffer from line of sight as where similar skills like Phase Traversal does not...PT does not allow you to get to elevated platforms unless there is a valid walkable path which, if skills that should get you to a normal terrain-ed target, these listed skills should never fail...thats why it take so long as a stunbreak to use lol.

  • Thief summons

Its pretty straight forward -

** Suggestion: Give all the thieves that we summon traits from our own trait-lines, If I, personally, choose to take Dagger Training I'd like the dagger-using thieves I summon to have the trait as well. This should mix things up a bit more like the Mirage will have traits carry over to clones etc too!

  • Bountiful Theft

** Suggestion: With all the boon removal coming soon, finally allow this to steal remaining stacks and remaining duration of boons stolen. While yes remaining duration is already the case of what we steal, please give us full stacks of what what steal! Hardly bountiful if we steal 1 might stack & 1 stab from a 25 might and 3 stab stacked player.

pass this thread along to friends and fellow "teefs"

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In regards to Bountiful Theft: It currently removes all stacks of the boons stolen from your opponent, but only applies 1 stack to you and your allies. The "you and your allies" portion is most likely the reasoning behind why we only get 1 stack off of the full amount we removed. Giving 5 allies 25 stacks of might, 10+ seconds of protection and 10+ seconds of stability on an instant skill may have been considered OP at the time of its creation. Whether or not that would still be OP is debatable. But if it is, I'd rather be selfish and have the skill no longer affect allies, and in return, gain full stacks/durations of the stolen boons.

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@Turk.5460 said:In regards to Bountiful Theft: It currently removes all stacks of the boons stolen from your opponent, but only applies 1 stack to you and your allies. The "you and your allies" portion is most likely the reasoning behind why we only get 1 stack off of the full amount we removed. Giving 5 allies 25 stacks of might, 10+ seconds of protection and 10+ seconds of stability on an instant skill may have been considered OP at the time of its creation. Whether or not that would still be OP is debatable. But if it is, I'd rather be selfish and have the skill no longer affect allies, and in return, gain full stacks/durations of the stolen boons.

split PER ally nearby if its 5 allies nearby, that would be 5 stacks of might if you stole 25 might, if 3 allies thats 8 might per. what would you say to that?btw apologies to all, tried to figure out how to edit and fix the direct links

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@Lithril Ashwalker.6230 said:

    • Solution: I suggest having someway to make the thief that gets summoned to appear at & engage on the target that triggers it and not run to the owner's location. I also suggest changing the summon to be in stealth when first summoned for a few seconds then stealth attack to(dagger thief or pistol etc will have the appropriate stealth attacks) engage on the target that kitten the trap as to attack normally after using the sneak attack.

Love the idea that ambush trap would summon stealth thieves using stealth attacks. In practice I wonder if the dagger and sword would always miss.

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@nopoet.2960 said:

    • Solution: I suggest having someway to make the thief that gets summoned to appear at & engage on the target that triggers it and not run to the owner's location. I also suggest changing the summon to be in stealth when first summoned for a few seconds then stealth attack to(dagger thief or pistol etc will have the appropriate stealth attacks) engage on the target that kitten the trap as to attack normally after using the sneak attack.

Love the idea that ambush trap would summon stealth thieves using stealth attacks. In practice I wonder if the dagger and sword would always miss.

id imagine that right when it activated the opening attack would be whatever thief is summoned had. if example an enemy triggered the trap, RIGHT as the trap happened it would be a stealth attack instantly based on the thief type summoned. just as if the traps would deal instant low damage when triggered (the recent fix for trapper runes) this would happen just as instantly upon triggering the trap. there would be no missing unless aegis etc or dodge etc. however if the ambush trap has a stealthed thief on summon it should be 3 seconds of stealth so it would essentially give a max chance of 2 times to stealth attack.

btw help this thread get noticed !

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