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Thief Ideas

I enjoy customizable aspects of a class, and I think thieves are one of the less customized classes..

So I propose these ideas..

Thieves at level 5 can choose a path.. if a theif chooses a path he gains(or loses) these skills at differant stages..

Paths are as follows

Trapmaster

Loses the ability to disguise himself, doublesheath, and throw[edge]

Gains 2 selections from mechanisms and can set up to 3 traps at a time.

Trapmasters traps always function as if they were 2 levels higher.

Brute

Loses the ability to create mechanisms, circle, and doublesheath.

[1/20] Remove dual wield, add two-handed skill. Possibly another weapon.

Brutes gain fourth attack, shield block. They can also blackjack their opponent while in combat and gain a benefit from doing so.

Assassin

Loses the ability to craft mechanisms, steal, pry, plant.

[1/20] Remove scrolls ability as well.

Has an enhanced backstab and dual backstab, and can circle stab while facing his opponent. Envenom skill is enhanced with toxic spores that he can inflict both poison and disease with it.

Like backstab and dual backstab aren't enough? auto-throw on flee that plagues you while you're already = 50% hp?

Like backstab and dual backstab aren't enough? auto-throw on flee that plagues you while you're already = 50% hp?

Yer right, what was I thinking giving up a level 50 skill, pry plant and steal for the chance to disease someone with low mal saves, so overpowered..

....

I like the concept.

I don't think any "thief", though, should lose the steal skill.

And thieves don't currently get envenom, so just GIVING it to assassins would be good.

Brutes should be able to backstab with swords and maces.

Some of those are WAY overpowered. Enhanced backstab/dual backstab? It rocks hardcore style already! Not to mention fourth attack and shield block. Ugh. That would be sick. Blackjack, pry, then up to eight attack per round? No thanks.

Blackjacking in combat would also suck hardcore for invokers. And I always thought thieves did get envenom, hmm.

They do get envenom.

Thieves do get envenom at level 35.. Always have.

I like the idea of taking away the steal skills from just one path.

And maybe brute is a little intensive.. Perhaps also take away dual wield, but give them two-handed and maybe one additional weapon? There are plenty of two-handed swords, maces and spears though..

Hrm.. food for thought.

hrm, you're right they do. 3 pinned thieves, one deleted at 47 and I never used envenom, hah. People poison themselves to avoid thieves, why do it for them? Maybe if they're really hurt, but thieves heal so slowly the whole stopping them from healing while you do thing doesn't work well.

Take scrolls away from the assassin. Scrolls in the hands of a smart thief are divine.

There's a scroll readily available and be requested by lightwalkers that does 3 cures in a row.

Yeah, and one I know of that does rank 50 acid blast and something else.

Also the fun ones of weapon enchantment.

the brute sounds more like a warrior than a thief to me. and they already have trap selections. I don't fell how thieves need anything new.

the brute sounds more like a warrior than a thief to me. and they already have trap selections. I don't fell how thieves need anything new.

A) It is supposed to be more 'warrior-like'

weaker trap selections

c) they dont need anything new, then again the games doesnt ever NEED anything... thats kind of the fun of a mud is its new and everchanging.

d) try constructive criticism instead of a short colored way of 'dont post ideas'

By the way, the phrase "Brute" does sound more like a warrior/berserker. However, "Thug" sounds like a meaner and tougher version of Thief.

EDIT: I am not really fond of this change. Though I would it to be like berserker, where you chould choose neither of the paths to play a normal thief.

I've always liked the idea of making thieves more customisable. I think that at 50, the majority of thief traps are obsolete in view of how much better some are than others.

I tried posting about it several times but got shouted down because I was apparently trying to make thieves more powerful. When approaching a subject like this, be sure to make it clear that you just want them to be changed, not toned up ;p

I've always liked the idea of making thieves more customisable. I think that at 50, the majority of thief traps are obsolete in view of how much better some are than others.

I tried posting about it several times but got shouted down because I was apparently trying to make thieves more powerful. When approaching a subject like this, be sure to make it clear that you just want them to be changed, not toned up ;p

*** BINGO *** so please advise for the oppriate changes/tones everyone and lets get the ideas rolling.

Just a few responses, firstly to TheNewGuy:

It's true that thieves do have trap selection, but the fact is the selection is often fairly cosmetic and not really practicable. The way thieves work is that you can only have two traps in existence at any one time.

THIS IS FINE AND I AM NOT SAYING THEY SHOULD BE ABLE TO SET MORE

But, the problem is because of this, they are severely limited to which traps they will ever actually use, because they can only set two. Anyone who has played a thief at 50 against even half-way alert opponents will know that you can hardly ever afford to open with anything other than antimagic, or maybe blindness, due to the way everyone can poison themselves now days.

It follows then, that your selection of 'flee' traps (traps you want your enemy to flee into) is also kind of limited. It is usually only feasible to set a big damage trap, or a lag trap. That is usually webcaster or chestbuster. The other traps (fireseed, poison needle, devil wheel, enfeebler, blackspore) are rarely, if ever, used because it is just not feasible to set one of them instead of another more effective trap.

So what do I foresee as the problem?

Basically, some traps combinations are so good that there is almost no reason, save novelty, to choose any other traps or to use any other traps that you may have selected. The {antimagic-backstab-flee into chestbuster} tactic is so effective that hardly anyone chooses a different combination, or uses a different method of PK than the one I just said. And why should they? It's so effective.

This is why I've always liked the idea of thief specialisation. I like the idea of having trap specialists, melee oriented, and more complete stealth oriented thieves. Maybe a path could be chosen at 20 or 30. Perhaps the trap specialists could have a wider variety of traps, some which required materials (starstone, gems, herbs) to be built, and which took longer to construct. The melee thieves would have very few traps, besides very basic ones, but would have better melee skills. The rogue path could have more of an emphasis on theft and escape, but would also be valid PKers in their own right.

THIS IS NOT SAYING THIEVES SHOULD BE MORE POWERFUL

I just think a little diversity would be good for the class.

I really like the idea of more powerful traps that require components.

Wow. I would be a trap master in a hurry. 3 traps and an extra mech selection. Jesus. For only double sheath and edge/throw. Oh yeah. Ill take that one in a hurry.