Feedback:User/Tounaku/Assassin Skill Suggestions VI

Time for more "Take a look at these, Anet!" with Tounaku because I apparently find suggesting skill updates in a pretty dead game more important that doing a paper worth 25% of my class-specific grade.

All suggestions are initially for PvP but can be suggested as a rework for both instances of the game if need be. By the way, would anyone mind sharing with me the way to display a skill such that it is and not just the regular display of the name so I can deem skill suggestions "PvP-only" accordingly?

Critical Strikes Function Change
For each rank of Critical Strikes you have, you gain an additional 1% chance to critical hit and your dagger attack skills activate 1% faster while you are not in a stance. Whenever you critical hit, you gain 1 energy at ranks 3 and above, 2 energy at ranks 8 and above, and 3 energy at 13 ranks above.
 * I dunno why I felt a buff like this is necessary. It really isn't.  I guess I'm just in an unexplainable mood right now.  Discuss at will.

Critical Strikes PvP
Elite Enchantment Spell. For seconds, you have a +% chance to land a critical hit but -3 energy regeneration as well. Every time you successfully land a critical hit, you remove one enchantment from your target. If your energy falls below, Dark Apostasy ends.

Dagger Mastery PvP
Elite Stance. For seconds while wielding daggers, you attack % faster. Whenever you land a critical hit, all adjacent foes are blinded for seconds.

Elite Enchantment Spell. For seconds while wielding daggers, you have a +% chance to land a critical hit and cannot be blocked. This enchantment ends the next time you fail to hit. If this enchantment ends prematurely, up to nearby foes lose their current stance and 1 enchantment.

Elite Off-hand Attack. Must follow a Lead Attack. If this attack hits, you interrupt target foe's action. If that action was a spell, target foe is dazed for seconds. If target foe was attacking, that foe is blinded for seconds.

Deadly Arts PvP
Elite Hex Spell. For seconds, target foe cannot block your dagger attack skills. The next time you successfully hit target foe with a dagger attack, that foe loses his current stance, 1 enchantment and this hex ends. This skill counts as a Lead Attack.
 * I have a mind to take out cast time entirely from this skill suggestion. Any thoughts?

Elite Touch Hex Spell. For second[s], whenever target foe receives a critical hit, that foe is dazed for 3 seconds.

Elite Hex Spell. For seconds, target foe deals - damage and all of your attacks against that foe have an additional 33% chance of being a critical hit. This spell has half the normal range.
 * The ideal version. This would effect all sources of damage coming from the target.

Elite Hex Spell. For seconds, target foe's highest attribute is reduced by, that foe does - damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit. This spell has half the normal range.
 * If #1 won't work due to mechanic issues, this is my second idea. This version would certainly remove a melee player from the game like usual, but would also reduce spell damage, just not quite as much as the version above for the sake of balance.  If this kind of mechanic is impossible (focusing in on reducing only a specific, variable attribute), then see the suggestion below.

Elite Hex Spell. For second[s], all of target foe's attributes are decreased by, that foe does - damage with attacks, and all of your attacks against that foe have an additional 33% chance of being a critical hit. This spell has half the normal range.

Shadow Arts
Elite Hex Spell. Shadow step to target foe. For second[s], all spells cast by target foe that target you fail and all attacks made by target foe against you miss.