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I really like the flavour of these.
If you like them, then I encourage you to play the new v6.6 if you have enough time for that
and please let us know how useful they are, as I am pretty sure (from all other comments that we got) that there's still plenty to improve and rework!
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How do you feel about making some of them available to paladins as HLAs?
I wouldn't mind that, their abilities are kinda similar, with Paladins being more melee focused and Clerics casting more spells, so it would make sense. However Paladins are generally usable in IA, not powerful by any means, but they have their place in some party compositions. Especially Keldorn with his new upgraded armor!
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Good at adapting to the enemy to target their weakness/negate their strengths, bad at tackling generalist enemies. I like the idea of giving them an ability similar to protector rangers that lets them choose one of a subset of enemies to counter.
In general that's a nice idea, do you have any specific details in mind? We wouldn't like to make it too similar to Protector's prepare ability.
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Good at fighting in groups, bad at fighting solo. I don't know if it would be possible in the engine, but this could take the form of adding a damage buff (or debuffing enemies) if the thief is standing near an ally.
Well technically it should be possible, as there are effects that are based on proximity, however I am not sure about the rationale for such buffs/debuffs.
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Best at battlefield mobility. I don't know how a payoff for battlefield mobility would be set up.
Well, Thieves and especially Shadowdancers could get some + movement speed when hidden in shadows and I even thought of a skill that would allow them to teleport, when they're hidden (just came up with a potential name for that skill - One with the shadows). But I am not sure if it'd be helpful, or just a flavor ability. Or maybe you mean something else by "battlefield mobility"?
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Strong with ranged weaponry.
As you probably know, ranged weapons are currently nerfed heavily in IA and even when we bring them back, we would like to specify only a few kits/classes that would really be able to use them effectively. One of such kits could be Bounty Hunter, but Assassins and Shadowdancers (and Swashies for that matter) seem like more of a close-combat fighters with their abilities.
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I don't know if it's defined for the whole weapon class or if it can be done at a more granular level, but if the thief can use melee weapons at a short range (kind of like how two-handed weapons have a slightly longer range than one-handed) then it would provide a unique offensive angle.
Each weapon has its specific range, that unfortunately can't be changed. Creating some weapons with increasing range is how the 6.6v version of Seeking Sword works. If you want, you can even make a IWDII version of Mordenkainen Sword, which creates a sword that can be used for ranged attacks, just like a bow or something, but changing that range through some spells/effects is impossible.
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Strong against living enemies, bad against undead/golems. It is possible to give bonuses based on the enemy type, but that feels clunky. Given the number of golems in IA, I would be reluctant to give too harsh penalties against golems.
I am not sure that introducing a class/kit that can't do much to the most powerful and the most frequent enemies in IA is a good idea, though it certainly makes sense, that Thieves and especially Assassins should be deadly against living creatures.
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Good at poisons and debilitating the enemy. Being able to disable an enemy's regeneration would be a good way of implementing this without making other sources of poison damage a problem.
This is a brilliant idea! I am not sure how doable it is in Infinity Engine, but your suggestion opened my eyes to some new interesting ideas, that definitely CAN be implemented
In general this is how I see all Thief kits:
1. Swash - very powerful melee combatant, closest to standard Fighter, 2 weapons, high damage and exceptionally high AC, very limited thieving experience
2. Assassin - capable of dealing the highest damage, fast and mobile, but kinda squishy, uses 1 weapon style for maximum effectiveness, focused on hiding in shadows and backstabbing
3. Bounty Hunter - ranged combatant, mainly focused on short bows, throwing weapons and (reworked) traps, lower damage in general, but safer playstyle, focused on traps setting and disarming
4. Shadowdancer - here I have some problems with making him distinct from Assassin, as they both use Hide in Shadows extensively and fight in melee, in general I see Shadowdancer as a bit more "magical" kit, that could have more personal buffs and enemy debuffs, but definitely without things like time stop...