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Anal_RetentiveMon 24-Mar-03 05:34 PM
Member since 04th Mar 2003
52 posts
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#491, "Possible thief tweak"


          

Ok first off I just finished playing a stealing thief.
I like to think that as far as game mechanics go I did a pretty good job. I loved the class and I found a use for every single one of the skills except for maybe bribe mercenary and the only reason I did not use that so much is because very few people had mercs.

I only had two problems with the thief path that I took. One of them being the counterfeit skill. Now dont get me wrong, I think that skill is top notch and I found many interesting ways to use it. One of the more underrated of the skills on that particular thief path. My gripe about counterfeit is that you get it too late. Meaning you get it after acrobatics which is where most thieves seem to stop if they are indeed learning from that path. Counterfeit was very useful when the "deed" was being done but it really became quite the calling card when the "gig was up".

My second gripe is that it seemed rather unfair to me that a thief who dedicates all of his guild points towards the stealing guilds has the EXACT same steal skills as someone who only went halfway.

I think an great solution to this would be to put warning skill at the level you get deft touch, put counterfeit at the level where you once got warning skill, and then put deft touch AFTER acrobatics somewhere.

It makes sense to me that the thieves who devote their life to stealing be better than other thieves who are not.

  

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Young NastymanMon 24-Mar-03 08:44 PM
Member since 04th Mar 2003
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#493, "I'll take you one step further"
In response to Reply #0


          

I'd put guild protection much earlier and perhaps put deft touch at 42. At level 42 if you're running to your guild to hide the people you're hiding from are coming in after you. At 24 (or whenever you get deft touch) not so much. I think by the time you get guild protection it's lost a large chunk of its utility.

  

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Anal_RetentiveTue 25-Mar-03 02:35 AM
Member since 04th Mar 2003
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#499, "No way Jose!"
In response to Reply #1


          

I could see putting guild protection a bit lower but not that low. Guild protection is a really nice skill, but since thieves can hide right after combat the only thing it really protects them from is others who can see hidden, faerie fire, and the fox.

If anything drastic like that was implemented I would suggest changing deft touch for city ties.

  

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