06-26-2020, 06:03 PM
It doesn't really focus on stealing a lot of spells because running up to someone in 1 range to steal a spell often doesn't work out, and baiting a spell in via snatch spell either has people just not target you straight up or use skills that target the ground instead like Fir/Wind Slasher/Explosion/etc.
This leaves Spellthief in a very awkward spot where its power distribution is all over the place, it can possibly be a strong class vs the likes of lantern bearer or hexer, but then it starts suffering versus anyone who has the ability to just get around snatch spell.
More over, spell snatch itself is not very good, I think another thread where I mentioned that steal skills could receive a rogue passive that allows them to basic attack would be fine, since then you can move up and spell snatch, and still accomplish what any rogue's goal should be, dealing damage.
Onto the actual stolen spells themselves, I think bumping overload copy's power bonus is not a bad idea, to give those 3 round cooldowns a lot more oomph to them, that way you don't have spellthief stapled as build a mage again.
a short explanation of Spellthief's perceived problems with its gameplay:
-It does not wholly fulfill the fantasy of being an anti-mage nor does it really focus on stealing spells.
-Damage is mediocre and must be prepared via supplement classes or item setups, this is uncommon for Rogue subclasses.
-Has a lack of direction or gameplay plan, there's no goal to lead up to save for final flare which is incredibly niche to use and easy to stop.
Thats all I'll comment on so far.
This leaves Spellthief in a very awkward spot where its power distribution is all over the place, it can possibly be a strong class vs the likes of lantern bearer or hexer, but then it starts suffering versus anyone who has the ability to just get around snatch spell.
More over, spell snatch itself is not very good, I think another thread where I mentioned that steal skills could receive a rogue passive that allows them to basic attack would be fine, since then you can move up and spell snatch, and still accomplish what any rogue's goal should be, dealing damage.
Onto the actual stolen spells themselves, I think bumping overload copy's power bonus is not a bad idea, to give those 3 round cooldowns a lot more oomph to them, that way you don't have spellthief stapled as build a mage again.
a short explanation of Spellthief's perceived problems with its gameplay:
-It does not wholly fulfill the fantasy of being an anti-mage nor does it really focus on stealing spells.
-Damage is mediocre and must be prepared via supplement classes or item setups, this is uncommon for Rogue subclasses.
-Has a lack of direction or gameplay plan, there's no goal to lead up to save for final flare which is incredibly niche to use and easy to stop.
Thats all I'll comment on so far.