Feedback talk:User/Tounaku/Assassin Skill Tweaks

I like the addition of a critical hit to Disrupting Stab, but I can't agree with the activation or the other suggestions. :( Having Expose Defenses and Locust's Fury function as both hexes and stances would probably be difficult to program in to the game - and some of the functions seem like they'd be too powerful and have no downsides at all.  Bathory   talk  05:38, 20 September 2009 (UTC)
 * Yeah, I took out the Locust's Fury stance suggestion. I had been thinking of doing that anyway.  As for Expose Defenses, the biggest downside to the skill is that it has no innate bonus damage and has a 12 second recharge time.  The hex itself only effects an opponent's ability to block you and lasts for only a few precious seconds unless you pump attribute points into Deadly Arts--and it's not unblockable at that.  The biggest point of the Expose Defenses skill is making it an unconditional off-hand attack that can also function as a "Falling" type off-hand and a small self-heal with some potential additional damage to boot.  This flexibility should lead to some interesting new chain combos if nothing else.
 * As of now, to Assassins--or anyone using daggers for that matter--the idea of using hexes or anything other than that stupid spammy attack chain is just ridiculous. Sure, keep that chain if we must, but let's at least have some other options for Assassins.  I think we need some more active hex "spells" or abilities in the Assassin's arsenal.  I'll probably make some more suggestions along these lines later.  Tounaku 14:32, 21 September 2009 (UTC)


 * Yeah, I totally agree with you. Some of these ideas could use a bit of work, though.
 * Disrupting Stab: Good, and the 8 alone would be nice, but I'm not sure it should be a critical if you don't interrupt. Maybe just some unconditional +dmg or something?
 * Mantis Touch: I like this but personally I would keep it doing plain cripple and just add some damage/tweak the numbers or whatever. Making it a touch attack would make more sense too, though for balancing reasons half range might be better.
 * Expose Defences: This just seems too clunky. There's too much going on and no clear direction. Personally I would keep it much as it is, and maybe just add the interrupt or something. A lower recharge and/or cast time (though maybe 1/2 or 3/4 rather than 1/4) would also be great. Making it touch range (or again, half range) is also a sensible idea.
 * Locust's Fury: Interesting, but again there's a bit much going on. Taking the shadowstep theme idea a bit further, maybe something like:
 * 10 1 20. Elite Enchantment Spell. For seconds, you move 25% faster and have an additional 50% chance to double strike while using daggers. Whenever you hit a foe with a dual attack skill, you shadowstep to a random foe in the area and Cripple them for  seconds.
 * I'm not sure how useful that would actually be, though, so maybe simply streamlining your original suggestion would be better. Food for thought, anyway.
 * Assualt Enchantments: This is definately useless as a dual attack follow-on, but making it a lead with +dmg, the ability to remove enchantments AND inflict a deep wound just makes it too much in one skill, imo, even for an elite.
 * Anyway they're all good ideas, I think they just need a bit of rejiggling, that's all. 86.27.179.159 14:18, 16 October 2009 (UTC)