Ok my small contribute to this thread
We all noticed that QK is extremely popular compared to the other 2 lines. Thats because all the skills work the same in all 3 lines and there is nothing breathtaking in Gambler or Mischief to lure people to trait that. In gambler you trade dmg for gamble effects that arent really something (i really like debuffing one though, but damaging one is very low with dmg. 3rd one is good only for pvp). In mischief we trade dmg for... confound and reduced cd on riddle? I like the skills but...
The best place to bring something that could change the things a bit would be tricks. There should be additional debuffs (or maybe buffs) on non-enrage tricks and i would call them annoyances. Now how would that work? Every succesful hit with one of the non-enrage tricks you have a chance to get Annoyance effect on target. Yeah i said chance.
I wouldnt bother with numbers because that needs to be tested, but this is how i imagine annoyances...
Counter Defence Annoyance: This skill is debuffing enemy defences so annoyance like -x armour value or -x tac and phy mit would be ok
Disable Annoyance: Since skill affects enemy attacking skills would be nice to have -x crit rating, -x% crit magnitude or -x mastery
Dust in the Eyes: Its movement and miss chance debuff so maybe aditional movement penalty or maybe resistance debuff could be nice.
QK trait line
2 traits - +10% chance to get annoyance
4 traits - +10% chance
So total of 20% in QK
2 traits - +10% chance
4 traits - +30% chance
2 traits - +10% chance
4 traits - +60% chance
MM legendary - Sets annoyance chance to 100%
Duration of annoyance should be somewhere around 15-20s. Only one annoyance can be on target at the same time.
Im done with annoyances :P, but i have some other ideas...
When we were talking about burgs when i started playing about 3 years ago, we were talking about stealth, debuffs, stuns and CJs. So first 3 are ok but the last one is useless at this point. Thats where Turbine can improve burgs a lot and make a teamwork fun again. What we need in CJs is better magnitude of the primary effects (dmg, dot, heal, power) AND an extra buff for fellowship or debuff for enemy. Crit, crit magnitude, masteries, finesse etc from some more demanding cjs would give us a lot of fun. Epic cj that sets crit chance to 0 for some amount of time is one awesome way to force people do CJs and learn some other mechanics.
I already mentioned in previous post, but crafted consumables are awesome way to make gameplay and crafting more interesting. We just need this consumables more useful. Long cd, need to stand in place and magnitude of dmg on caltrops make this things pretty useless.
Theres plenty of place to make some awesome changes in traits as well.