I have an obligation to concoct a suggestion for the improvement of Thief of Hours class. Considering that Thief of Hours and Chrono Assassin class are relatively similar, this suggestion will also apply to Chrono Assassin. I am hoping that AE will find the following suggestion of use to them, and that they have not already decided upon a meticulous impetus for the class's improvement:
I believe that it would be intriguing to add an effect (debuff) to Thief of Hours' Temporal Insanity known as "Gain Time" (although the name can be changed at will). This effect will cause all active and applied debuffs on the opponent to receive doubled durations. Gain Time will last just as long as Temporal Insanity itself, 6 seconds, and it will automatically cause any debuffs from other players, whether they are already active on the opponent or are applied during the 6 second duration of Gain Time, to last for twice the amount of time.
This is the only suggestion that I will attribute to Thief of Hours. The reason I chose to add this particular effect is due to the fact that it would be of great utility for other players to be able to witness increased potency in their effects when fighting in a team boss fight. It is relatively customary for Thief of Hours, a time based class, to utilize an effect that involves altering the time, or "duration", of other effects. I figured that it would be within the best interest of Thief of Hours users to rely upon a consistent effect that could offset the discrepancy of being unable to apply Temporal Insanity to certain bosses. As a result, if Temporal Insanity fails to activate on Ultra Blood Titan, Binky, or Undead Raxgore, bosses that are all immune to Temporal Insanity, Gain Time will indeed activate. Thief of Hours class, due to its lack of self sustainability, is more effective in team boss fights, and is therefore inclined to provide additional support, or "time", to other players fighting the boss.
Gain Time will encourage players to make use of more potent classes for team boss fights, including those such as Arachnomancer, whose two defense debuffs (Foreboding Arachnid and Toxic Adrenaline) will last for 24 seconds as opposed to the usual 12 seconds, Chaos Slayer, whose Enigma and Pandemonium effects will last for 20 seconds as opposed to the usual 10 seconds, and various damage over time classes such as Dragon Shinobi, Arcane Dark Caster, and Infinity Knight, whose strong Damage Over Time effects will last for twice the normal duration.
It must be clarified that Thief of Hours, while it can increase the duration of other debuffs with Temporal Insanity, cannot double the duration of another player's Temporal Insanity. For instance, if I use Temporal Insanity on a boss, and another Thief of Hours, or perhaps a Chrono Assassin, uses the same effect, I will not be able to double the duration of their Temporal Insanity, and they will not be able to do the same to me. In this way, there will be a relative balance in the ways of the skill. Also, this suggestion does apply to Chrono Assassin class, which also uses Temporal Insanity.
I am gratified to be able to share this idea with AE, and I am confident that it could quite possibly be taken into account in the future to come.
< Message edited by makashi -- 6/3/2017 9:46:56 >