Condensed Burglar Feedback:
The purpose of this post is to take the feedback from the Burglar Feedback Thread and condense it in a manner that makes it easy to see what people have been asking for. The feedback will be broken down by trait line and by factors that affect the class as a whole. This list is not intended to comment on the validity of each idea, but to simply centralize Burglar suggestions that the community is asking for. This list is also not meant to be taken to mean that all the changes should be applied, only to put them all in one series of posts, rather than spread out over several pages.
There are links attached to each point as it was initially brought up in the feedback threads, with a tally system to show agreement from different users, as well as total mentions over the course of the thread itself. These will be sorted by greatest unique tally count within their section, followed by greatest total count in the event of a tie in the former.
The information in the tables below is for those who want to get a better understanding of the burglar community’s positions. The TL;DR form will be used to group similar themes together, as some of the ideas are applicable to the same concept, but in slightly different ways.
TL;DR (in no particular order):
Burglars should have the damage buff that was promised, but never acted upon, in Bullroarer Preview Notes #1
Traits that have overlapping effects should be reworked (see Improved Sneak, Strike From Shadows, and Aim)
Heals should be increased in all trait lines
Damage should be buffed to make us glass cannons, or our survivability should be increased with a side of AoE damage
Provoke should apply the debuff that is listed on the tooltip, rather than none
Debuffing Gamble should apply multiplicatively to keep it in line with (Improved) Disable and keep it relevant at all levels of play
Cunning Attack should stack in all forms, with the Feint Attack version and Stealth versions treated separately
Flashing Blades' offhand hit should apply critical magnitude and positional damage bonuses on a devastating hit
Consumables should either become skills to allow for scalability or have better effects overall
Positional Damage should be more accessible, it is difficult to have extended access to it in solo without abusing the Provoke/Double Down/Gambler's Strike lockdown combo
Tricks should have more range, power, be stackable with one copy of each on a target at once from one burglar, or be spreadable
Clever Retort should scale with group size or have higher base power on the effects
Surprise Strike should not have a special stealth animation and should have either a secondary effect or more critical/devastate chance
SUMMARY OF CONTENTS
OVERALL
- Positional Damage is stifled by certain boss mechanics and could be improved for solo play
- Burglars should have more survivability, be it easier access to Tactical Mitigation or more morale
- Attack Range for melee attacks should be brought up to par with the other classes at 4.2m
- Surprise Strike should have a faster animation from stealth, a secondary effect, and/or more critical/devastate chance
- Cunning Attack should have more stackability for the stealth and critical/devastating variants
- Subtle Stab should be on a shorter cooldown
- Provoke should apply its critical chance debuff, it currently does not
- Hide in Plain Sight should allow for repositioning in a short grace period and give slow immunity
- Burglar’s Antidote should have a better animation and be usable in midair
- Touch and Go should heal for less, but be more frequently usable
- Burglar Signals should have a stat boost to bring them in line with other ranged slot options for melee classes
- The burglar consumables should have meaningful effects for the current state of the game
- Burglar should either be damage over time or burst focused, not both
- Burglar morale heals should be more potent across all trait lines (Bob and Weave, Relish Battle, Mischievous Glee/Delight, Clever Retort applied to (Improved) Disable)
- Burglar debuffs should have an increased range
- Stealth Speed should be lower than run speed, as it requires more careful movement (Oelle)
GAMBLER
- Debuffing Gamble should stack multiplicatively instead of additively
- Provoke’s Double Down daze should be exclusive to blue line
- Damaging Gamble should have higher damage over time
- Overwhelming Odds should either increase Cunning Attack stack chance or have a more powerful effect when it does apply, such as debuffing the target’s physical mitigation
- Exposed Throat should have a damage over time effect rather than a Fellowship Manoeuvre
- Hedge Your Bet should refresh active gambles as well as increase their tier
- Gambler’s Advantage should either do more damage over time or apply a heal to the Burglar
- Lucky/Gambler’s Strike should have higher base damage
- Provoke should be removable with Cash Out, currently prevents other gambles from being applied
- Sharp Eye should always be active when traited
QUIET KNIFE
- Knives Out should have an additional hit or two for the attack, as well as having the reflect calculated off of the incoming hit before the reduction is applied
- Coup de Grace should be either morale gated (see Merciful Strike/Shot as examples) or replaced
- Feint Attack should get the full benefits of stealth modifiers IF they are lowered to balance it out
- Flashing Blades’ second hit should factor in positional and critical magnitude on a devastating hit
- Trip should have an AoE knockdown, an incoming healing debuff, or some kind of unique mechanic IF Fellowship Manoeuvres stay in their current state
- Strike From Shadows should not have a critical chance from stealth benefit and focus on the critical magnitude from stealth element, as Improved Sneak guarantees critical hits from stealth
- Aim should have a better animation and makes guaranteed critical hits from stealth with Improved Sneak feel redundant due to its low cooldown
- Agile Hands should increase Attack Speed
- Surprise Strike should have a trait to give it increased devastating hit chance
MISCHIEF-MAKER
- Tricks should have AoE by default, be spreadable, be more powerful (except for Dust in the Eyes’ miss chance), or allow for one copy of each to be applicable to the same target at the same time
- Dust in the Eyes should not break dazes and should have a secondary trait investment for more targets
- Counter Defence should provide incoming crit chance, not decrease outgoing crit chance, and be brought up to 3%/6% rather than the current 0%/2%, or give an armour % debuff
- Trickster should either spread tricks like Wind-lore or be toggleable at a constant power cost
- Mischievous Glee/Delight and Clever Retort should not remove tricks from the target, but require a trick present to activate
- Clever Retort should buff the group, scale with group size for the base effect, have the ability to crit, do more damage if it won’t be allowed to crit, apply to the raid group or have no range limitation
- Appraising Eye should go to 4% to compensate for the nerf to Reveal Weakness
AUTHOR’S NOTE
I do not intend to make this a contest of who made the better point, nor to call out any ideas that I personally think don’t work for the class. I have mained a Burglar myself from lvl 85 cap onwards, and have played at each endgame along the way, excluding the current one. This concept was brought to my attention by Cordovan’s requests, both on Cord of the Rings and the quoted post, and took me a span of 3 days to compile neatly.
Special thanks to: ColMcStacky for the formatting, the quoted members for their valued input into the class, and my kinship for putting up with my ranting and raving for so long.
If anyone has any points that aren’t approximately covered in the following tables, feel free to post them in the thread below, and I will update the tally as needed. Also feel free to vote on any suggestions you like best from these lists. Just please format it as the following, for example:
The Mischief-maker: Disable: Idea 3
The Quiet Knife: Feint Attack: Idea 2
Overall: Cunning Attack: Idea 5
The Gambler: Gambler’s Strike: Idea 1