ArenaNet talk:Skill feedback/Assassin/Shroud-of-Silence

@SniperFox's suggestion: Wow, so instead of ignoring the fact that it was nerfed, you ask for it to be basically buffed to better than it was originally? Uh, no, I don't see that working out at all. Duration at 6s or 10s doesn't mean a thing when it only takes a sin 4-6 seconds to kill you solo. Blackout doesn't eclipse SoS since it disables all of your skills, not just your spells so it puts the mesmer and the opponent on an even setting while it allows the rest of the team to capitalize on it. You could/can use dagger chains with SoS and your casting opponent could do nothing especially since they are probably hex snared as well with very little drawbacks on your end. At 3 second duration, it might be fun to see this at 1/4th cast and original recharge (25r) and see how if people figure out a way to put it midchain. KD chains might make this somewhat obsolete or problematic though but please stop comparing a team based skill like blackout to this one since they were used completely differently after the blackout nerfs (lulz at the old blackout warriors which happens to be very nearly the same problem here.) PlacidBlueAlien 06:01, 11 March 2008 (UTC)
 * Ok i increased the recharge a bit, please also note that with my suggestion it only dissalows the target to casts spells on himself and allies, thus rendering a caster defenseless, while still keeping the offensive skills enabled. 12R might made it too spamable but 24-30Recharge should make this skill pretty balanced. Also don't forget that the old version disabeled the target's skills for 10 seconds, almost meaning certain death when used with coördination. SniperFox 12:02, 11 March 2008 (UTC)
 * Er, no, before the nerf, it only disabled spells if I remember correctly on both you and the person you used it on. The nerf has only changed the duration and it still only affects spells. Thus, your suggestion does nothing to address the reason why it was nerfed in the first place - 10s to a 6s duration really doesn't do anything in the case of a sin when they can easily complete a chain in 6s. You might personally believe that the skill shouldn't have been nerfed and wasn't overpowered but your suggestion should take in account why it was nerfed in the first place or it probably won't go far. A creative suggestion for SoS that doesn't take in account the recharge, cast time, and cost is probably the way to go (a total rework of the skill). Just my 2 cents. PlacidBlueAlien 19:33, 11 March 2008 (UTC)

Nerfed for a reason (it was OP) &mdash;  Skadiddly [슴Mc슴] Diddles  23:19, 12 March 2008 (UTC)
 * Yeah but now they nerfed it into uselessness. Look at Wail of Doom for example, does essentially the same thing at the cost of 10%hp with only 10 cooldown. They should re-do this whole skill imo. As it just doesn't work properly combined with an assassin skill chain. What about for example a sort of small Ward or AoE spell that makes spells cast % slower for those in effect? SniperFox 11:52, 14 March 2008 (UTC)

Should add that the skill is outclassed by any knockdown move. also the skill could work if the effect still last 3 seconds, but with the energy cost reduced to 5 and the recharge was taken down between 10-15 seconds (preferably 12)
 * I really cannot see why it was broken before. It was essentially an elite diversion that could've been countered if meta had time to react. but maybe that's just me. --  nuke7    [[Image:Nuclear7 sig image2.jpg|11px]] 00:24, 15 April 2008 (UTC)
 * agree, it might have been a problem in ra, but anywhere else there is an organize team, there should be a way to kept the person alive. plus the sins own spells are disable too for 15 sec, how fair is that?!? before it was 10 sec for 15sec if im right, but now it 3 for 15. Lower the disable time for the sin if you are going to keep it at 3 secs at least, so if something doesn't go right then the sins will have a way to help them selfs--Metal Sazz 18:34, 15 May 2008 (UTC)

It was overpowered, if you think it wasn't you're blind. The difference between what this was and diversion is that SoS was "Fuck, hope someone can help me before I die" where as Diversion is "Fuck it, it's only one skill anyway." So with diversion, you can choose to take a punishment that is in the end not as bad as if you didn't use it. With SoS, you were fucked, that's it. So to nerf it, Izzy thought it would make the skill require coordination and timing to have it reduced to 1..3 seconds so if you use it well, the skill would be really effective. Thing is, he only nerfed it, he didn't balanced the negative effects to meet the new nerfs. If he had lowered the duration to 1..3, recharge to 20 and disable time to 10, it might have worked.--The Gates Assassin 06:32, 22 May 2008 (UTC)
 * Oh and btw the disable of spells does barely anything to sins since Siphon got nerfed. Sins shouldn't take healing spells, the good builds focus on killing. It's really just to keep other profs from using it and prevent cover hexes. --The Gates Assassin 06:36, 22 May 2008 (UTC)

Any knockdown skill > this elite
Even Scorpion Wire is superior to this. A simple knockdown can: Interrupt a target, snare it, can't be pre-veiled (which is more common than Aura of Stability to my experience), frees up your elite slot for something more effective (even Backbreaker on a dagger sin), and most likely, the knockdown won't require heavy spec on it and most likely won't take half a minute to recharge after it's used/interrupted. I believe a litle exhaustion (coughshockcough) is not as bad as having your skills disabled for 15 seconds either.

My suggestion is to revert this skill to what it was before and/or make it disable chants and shouts instead of spells, it might be too much of a buff if it prevented the casting of both spells and shout/chants though. $0.02 201.174.212.98 20:19, 2 June 2008 (UTC)
 * Just shouts and chants suck. Niche skills are bad. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  13:19, 3 June 2008 (UTC)

I understand your concern, but use a different skill for comparison. Scorpion wire is quite strong tbh :/. -- Readem 16:07, 8 June 2008 (UTC)

SoS is currently underpowered. Not only is it feeble compared to blackout, but the recharge is ridiculous. I'd make it have a 10-12 second recharge if it's gonna be 3-4 second durations (parallel to Wail Of Doom). Allow this elite to have viability/shutdown 25-33% of the entire time in combat singularly, and collectively shutdown only one monk 100% in any 8v8 match-up. After all, it is only a hex which can easily be removed by veil/remove hex/expel/etc.. --Warren G 01:45, 24 July 2008 (UTC)