~Auto attack is faster and the poison lasts longer
~Heartseeker's maximum damage range only kicks in between 0~10%
~Leaping Death Blossom activates faster and the bleeds do more damage
~Dancing Dagger's damage goes up 5% and the cripple lasts 1 second longer
~CnD becomes instant cast, costs 8 initiative does 5% more damage and gives 1 second more stealth (4 seconds instead of 3 base)
~Auto Attack shoots faster and the base time of the bleed goes up 1 second (from 4 to 5)
~Body Shot's damage goes up 5%, lasts 10 seconds and applies 10 stacks of vulnerability
~Unload channels faster and applies 1 bleed per shot that is landed
~Head Shot's daze lasts for 1/2 second and does 5% more damage
~Black Powder's cloud lasts 1 second longer, does 5% more damage and has a slightly larger radius of effect
~Shadow Shot does 5% more damage, the shot blinds, the dagger attack afterward poisons.
~Infiltrator's Strike does 5% more damage and the immobilize lasts 1 second longer
~Pistol Whip returns to it's original damage and the stun lasts 1 second due to changes to Haste (see below)
~Flanking Strike activates faster, teleports you to the target's back, does 5% more damage, removes 1 boon per strike granting them to you
~Trick Shot does slightly more damage and travels faster
~Cluster Bomb travels faster, does 5% more damage and applies 5 stacks of bleeds to anyone standing in the area of effect when it lands. Detonating the bomb before it hits the ground applies 1 stack of bleeding and 1 stack of crippling for 5 seconds per detonation
~Disabling Shot cripples for 3 seconds and the jump backwards is based on your target's proximity to you when you use the skill. At point blank range, you'll evade backwards twice as far as you do now, from max range you'll evade half as far as you do now.
~Choking Gas lasts 5 seconds and does 5% more damage to people in the area of effect
~Infiltrator's Arrow fires faster, the blast radius is larger on impact and it cripples for 1 second in addition to blinding within the radius
~Hide in the Shadows grants 1/2 second longer stealth for each condition it removes when used
~Signet of Malice heals more the lower the Thief's health gets
~Withdraw leaves a trail of vapor that grants 5 seconds of Regeneration to any allies that walk through it for 5 seconds
~Haste cooldown is now 30 seconds and only stops endurance regeneration (doesn't remove it all from you) but only doubles the attack speed of your next skill used within 4 seconds instead of all skills for 4 seconds.
~Spider Venom lasts 30 seconds and can be used for as many attacks as you want
~Skale Venom's Vulnerability and Weakness last 10 seconds, Vulnerablity increases damage by 2% and lasts for the next 5 attacks
~Ice Drake Venom poisons foes in addtion to chilling them and lasts for 5 attacks
~Devourer Venom lasts 30 seconds and can immobilize only every 5 seconds but has no attack limit
~Tripwire causes an explosion in a small radius 3 seconds after it is triggered that causes 5 stacks of bleeding and burning for 5 seconds to enemies within the radius
~Scorpion Wire bleeds foes when it hits, and causes a knockdown for 1 second once they're pulled to you. If they cannot be pulled to you, you apply 10 stacks of bleeding for 5 seconds and the recharge on scorpion wire is reduced by half.
~Needle Trap's area of effect is larger, poisons for 10 seconds, immobilizes for 4 seconds and prevents any skills from being used for 2 seconds. If the trap is triggered but fails to snare anybody, it explodes and leaves behind a poisonous area of effect that poisons anybody walking through it for 10 seconds
Sorry for the length, I know it's probably a wall of text, but this is what I think will happen if Anet is serious about "compensating" the Thief on lowering the spike damage. I guess we'll find out in a few days!
Edited by Setima, 13 November 2012 - 07:15 PM.