saerni.2584 Posted April 30, 2021 Share Posted April 30, 2021 My thoughts on the upcoming changes. Buffs: – Deadly Ambush (formerly Bewildering Ambush): Changed from Confusion to Bleed on Steal, with a 25% damage bonus to Bleed. With this change, Trickery can (optionally) be viewed as providing a complement to the Poison enhancements of Deadly Arts. Pairing Preparedness with Deadly Ambush produces longer lasting and stronger bleed damage. – Preparedness: Increase of 150 expertise (assuming retains the bonus 3 initiative) will add 10% to condition duration. With this change, Trickery now provides inherent flexibility/benefits for condition builds while also being at least somewhat beneficial to power builds in terms of control condition duration. – Trick Shot/Surprise Shot/Malicious Surprise Shot/Choking Gas: Swaps a power damage boost to poisoned foes on Trick Shot for Bleed. Adds Bleed to both Stealth Attacks. Normalizes the poison duration on Choking Gas to 3 seconds in all game modes. Overall a return of some damage to a weapon that has had repeated nerfs to utility but with a focus/reorientation on conditions rather than power. – Wild Strike: Adds a short duration bleed. Overall a minor buff that may nonetheless improve the damage output of hybrid dagger thief builds, which may be significant when paired with Death Blossom + Deadly Ambition damage rotation. – Improvisation: Reduced cooldown will impact certain niche situations where Steal/Swipe/Mark comes off cooldown faster than Improvisation. A unambiguous buff to making the trait work as intended more often. Mixed/Nerfs: – Binding Shadow: Will reveal a thief who uses Binding Shadow in Stealth. Also has a reduced aftercast from 0.25 seconds to 0.08 seconds. Binding Shadow is clearly being made more dodge friendly while also retaining its power if you can land it. Against in unsuspecting foe you will BS+Stealth and Stealth Attack as normal. An aware opponent will need to be rooted first and then BS'd. Alternative will be to Stealth approach, Binding Shadow and Shadow Meld for an opening similar to before but burning a charge off Shadow Meld (not optimal but achieves the same kind of Stealth Attack and Binding Shadow combo that people died to before at greater cost. – Torment: Torment Damage will now produce maximum damage on immobile targets and reduced damage on moving targets. This will have the effect of significantly reducing the damage on moving targets, while making enemies that can be locked down with immobilize extremely susceptible to taking full damage unless using a cleanse or Resolution. Torment has been traditionally used, in a player vs player context, to punish players for being mobile without cleanse. This change was clearly intended both to make torment more viable against NPCs that stand still (especially bosses) while also addressing the asymmetry that players inflicted repeatedly with large amounts of torment faced in a game where staying mobile is key to avoiding future damage. Players may, therefore, tend to take less overall damage because they will be completely free to move to avoid taking additional hits. However, as a practical matter, players will probably take a similar amount of damage in most scenarios because opponents will optimize their torment application in situations where they can immobilize or disable to achieve maximum damage output and because players, generally, tend to cleanse quickly and repeatedly during the course of a fight. With frequent cleanse, even before these changes, most players using torment didn't see full damage in most situations. This change will, however, effectively make torment into a “spike condition” similar to Confusion if not somewhat more controllable for both sides. Link to comment Share on other sites More sharing options...
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