ArenaNet talk:Skill feedback/Assassin/Siphon Speed

Dunno really if this should be changed, can't make the whole class useless, however 7-8 recharge would me max nerf tbh. Fish 12:24, 29 February 2008 (UTC)
 * Could use a slight hit. I'd be much more comfortable with a cost increase, though. This is an almighty skill.
 * I'm not sure how you think that increasing the recharge to higher than 7-8 would kill the assassin class off entirely. The chains that need hexes aren't normally fast recharging anyway. You could still use siphon speed offensively/defensively but you would simply have to choose your targets more wisely. It would bring siphon speed more in line with the other snares available in game as well. You could argue for a higher cost at 10e but that really might push it out of play. PlacidBlueAlien 17:12, 29 February 2008 (UTC)
 * Personally use this as a cover hex due to it not doing much alone. Reduce the effect to 25% if it's actually causing a problem though.  Out of all the skills that actually need something done I personally dont see the need to mess with this one though.  74.229.66.241 20:30, 29 February 2008 (UTC)

Siphon Speed is fine as it is. 222.127.209.212 02:18, 1 March 2008 (UTC)Shinde
 * It's a net of 66% speed difference. It is strong, but it is a hex so it can be removed and is half range. --Life Infusion &laquo;T&raquo; 01:20, 2 March 2008 (UTC)
 * What I'm getting at is, a 15 recharge would be better since hex removal doesn't recharge in 5 seconds unless it is elite. --Life Infusion &laquo;T&raquo; 01:22, 2 March 2008 (UTC)
 * Remove hex recharges at 8. So I guess a 10 recharge? Prokiller88 14:57, 2 March 2008 (UTC)
 * It is designed to overwhelm hex removal. Some hexes do that.  This is one of them.  222.127.223.69 21:29, 2 March 2008 (UTC)Shinde
 * Er, that's the crux of the argument here - a good snare/speed boost shouldn't exactly be a cover hex or used to overwhelm hex removal while junk like parasitic bond should be. That's the complaint. Some would argue that it isn't good enough to warrant a nerf but many GvG'ers at least would like to see this skill take some sort of hit. Movement control isn't as necessary in most other arenas so that could explain the differing opinions. PlacidBlueAlien 08:30, 5 March 2008 (UTC)


 * in comparison to any other utility skill the sin has it makes sense for siphon to be where it is as any other alternative is pathetic.--99.228.25.175 18:53, 5 March 2008 (UTC)


 * Yeah, they have no other good hexes with decent recharge. Bring Shadow Prison and Expose Defenses back to 20 and 15 then maybe we can talk.  222.127.203.78 23:06, 5 March 2008 (UTC)Shinde
 * Depending how shadow steps are changed in the future, shadow prison could very well be returned back to the lower recharge but I strongly disagree with some of the reasoning being being presented - the lack of alternatives in a class to accomplish a certain feat shouldn't take precedent over the balancing of that skill. PlacidBlueAlien 17:57, 6 March 2008 (UTC)
 * The balance of a skill should definitely take into consideration its alternatives. Why did Siphon find its way into meta skillbars anyway?  A major reason is an on-demand hex was needed and SP and ED recharges were too unwieldy.  222.127.223.69 23:31, 6 March 2008 (UTC)Shinde
 * While discussing this point may be moot now that it is nerfed, I never said that it shouldn't be a consideration - I just don't think it should be the main deciding factor. To answer your question, yes, the major reason was that siphon speed was in the meta was because it is a spammable snare and speed boost. That was never the issue - the issue stemmed from the belief that a spammable hex that served a dual-role as a speed boost and snare is overpowered. I do realize sins now lack an associated 5r hex spell but again, the fact that sins lack one shouldn't take precedent over general balance in my opinion. Most hex -requisite- chains are 10r+ regardless and there are at least one or two sin associated 10r hexes to consider. If you still think assassins need a 5r hex, perhaps enduring toxin can be changed around to fit that purpose. However, if you think that siphon speed was nerfed too badly or if you think that it shouldn't have been touched, there's a talk page for the latest update where you can sound off on and make your case there. I'm not here to try to convince you that the nerf was "right" but I do hope you can understand where the opposing camp is coming from even though I may not be representing them correctly. PlacidBlueAlien 05:27, 7 March 2008 (UTC)

Post Nerf
Discuss it's crappiness and how it should have been done.--The Gates Assassin 09:11, 19 March 2008 (UTC)
 * Doing either of those might make it OP again though, i'd say scale it so it can only be maintained at 16 Deadly arts. Klumpeet 17:09, 10 April 2008 (UTC)
 *  (Note: Showing 1..15 attributes here) --The Gates Assassin 03:14, 11 April 2008 (UTC)
 * Maintainable would be awesome if it had its old recharge back. Maybe make it last half its recharge?  Give it full range, 10 second recharge, and 5-7 second duration, scaling?  --Kalas Silvern 00:57, 28 August 2008 (UTC)