ArenaNet talk:Skill feedback/Assassin/Assassins in General

In before actual suggestion. Ninja'd. NUKLEAR   IIV  16:45, 19 April 2008 (UTC)
 * In response to the OP, here is my take: ANET overshot. WoD was a good elite that only a few people used, so they made it broken to fix the skill and get more attention. Now, WoD is most certainly broken. If you look at the WoD talk page, you'll see Me (selfpromotion, much?) arguing what a mistake it was to buff WoD as such. For SoS, well, SoS was a powerful skill that was abused by some players (now, I think it was okay before) and thus they nerfed it by breaking it. The problem here is bad case of overkilling. Class favoritism can only be said when it comes to monks, with all the most powerful skills in the game. NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  10:30, 20 April 2008 (UTC)
 * I disagree. The cause is simple: Izzy fails at skill balance and Anet gave up on PvP long ago. ~Shard (talk) 12:48, 26 April 2008 (UTC)
 * While that may be true, it also does not help. At all. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  20:15, 26 April 2008 (UTC)
 * "May be" = "is"?
 * And can we really help this? I love to think I'm full of ideas, but I can't even think of one to help assassins out of this mess. >_> RitualDoll 06:41, 28 April 2008 (UTC)
 * Try, fail. Try again, fail better. I can't remember where I got hat, but sounds just about right. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  18:27, 28 April 2008 (UTC)
 * We just have to keep trying. And the first step- Kill Shadow Prison while buffing dagger attacks.  Scythes should not be the absolute best weapon for sins... --Kalas Silvern 05:11, 29 April 2008 (UTC)
 * I have stated that quite a few times now. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  20:38, 30 April 2008 (UTC)
 * Every chain attack skill needs to be reworked for assassins to be good. Then shadow stepping needs to be removed from the game.  Then deadly arts needs a complete rework.  After all that, sins will be on the same level as warriors. ~Shard (talk) 03:13, 1 May 2008 (UTC)
 * Or we could find a way to you know, rework shadowstepping? Limit it to sins and you solve some problems, and find a way to change the purpose of sins and we could have a solution.  If hit and run (with short recharge) was viable (note- not kill and run, hit and run), you might see some variation, and shadowsteps would be useful without being insane, since you wouldn't have to worry about "instagibs".  Lead-Offhand-Dual could be the way to go for pressure, while shadow steps that enable spikes in and of themselves could be given high recharges (AoD stays at 20r, shadow prison to 45 r, dark prison to 45r?)  And of course, AoD would have a negative effect on being removed, such as a short skill disable similar to return.  Think outside the box, instead of just saying "remove it".  Also, take into account RA, AB, and Fort Aspenwood- you need high power single person abilities there, because group cohesion can't always be maintained due to res intervals, distance that must be traveled, and a focus on mobile combat instead of single area assault. --Kalas Silvern 08:31, 1 May 2008 (UTC)
 * I'm sure we can find a way to fix shadow steps Shard. There are quite a few good ideas out there. On the other hand, waht is the easiest way to solve a Gordion's knot? -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  09:21, 1 May 2008 (UTC)
 * Just curious, what do you think about the idea of making more short, non-kill combos, but allowing sins great mobility to work with those, while making that same mobility prevent the kill-combos, which could be given high recharges? That would promote diversity in style of play, as well as giving sins a chance to compete as frontliners.  Maybe even make a short recharge shadow step (don't stop being openminded yet, read the whole idea!) that does NOTHING other than shadow step to the target, and can only be followed by a lead attack, or causes disable on certain types of skills, or health sac to do it.  This would allow them to be disruptive frontliners with short, pressure combos, if we could find a way to prevent it being used with the kill-combos. --Kalas Silvern 23:05, 1 May 2008 (UTC)

I say, buff all attack skills to be +1..100 or so dmg, but give 30 to 45 second recharges to all of them, and make them all unblockable Shadowshock 00:23, 6 May 2008 (UTC)


 * me following up on me, that would limit sins effectivness in pve, and give 8 sin teams, the ability to pwn any defenses any1 puts up, leave some skills, like death blossom and moebius the same way to give sins pve possiblity,, to fix any possible problems, decrease their AR to 55 and give them a base 10% block chance and speed increase, improve mobility but not make them the super instakill, that they should be, (assassin-someone who assassinates) Give em throwing stars too, 5-10 dmg, link to shadow arts, crit hits with them deal +20dmg, and make bleeding and poison even more spammable Annoying And Deadly 00:29, 6 May 2008 (UTC)
 * Please say this isn't serious... just please... --Kalas Silvern 23:10, 7 May 2008 (UTC)

It is, an assassin in my view, should have incredibly powerfull skills, which can unleash insane amount of dmg, but have long cooldowns, limiting use in pvp and pve, making the non spike sins more viable, lets bring the awesome class back, the AR deacrese was to give them to fit their descrition, lghtweight armor, Speed and block, moving in that shadows, dont worry, thered be counters, possibly make make chains harder to pull off, (maybe capatchas lol jk ) like not lead offhand dual, but need conditiond to be met Shadowshock

Oh, and limit them to only 3-5 attack skill on bar at time, (you can only have up to 5 Assassin attack skils on your skill bar at one time) i wanna see that Shadowshock 04:31, 8 May 2008 (UTC)
 * I hate to say this. but you sound like a pve scrub. We don't need assassins to looks coll with intsagib chains, we need them to be balanced. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  14:27, 8 May 2008 (UTC)


 * im not have your trided to kill in a three second attack chain? Not possible, They dont have enough dmg, Make em glass cannons, insanely powerful but only a few defensive skills, and its instagib chains with 45 second cooldowns, if you miss on one attack your out, for a min, and any type of pvp they would be balanced (blind), any type of dmg ( lowered armor) So it makes sins instagib to anything, and anything instagib to sins, so a sin can kill, or be defensive, and sins need some mobility boost, so that they can reahc a target faster, and escape, but be very vounerable when attacking Shadowshock
 * I'm with nuclear here, that is a terrible idea. What we want is the ability to spike well, but not have it be unstoppable.  45 seconds means that sins will be dead in pve, AB, RA, TA, and HA.  They could spike MAYBE once per encounter.  Melee hate would ruin them even more than they do now.  GvG they'd be useless, since any decent team would be able to stop them without thinking- 45 seconds means prot spirit > sins.  The way to balance sins is NOT to give them cool instagib combos, it's to give them balanced combos that are useful in a multitude of situations.  Please, read some of the dev updates, and look at how they balance skills before making such a silly suggestion. --Kalas Silvern 04:06, 13 May 2008 (UTC)


 * Ok lets make sins, warriors, with crap heals and less dmg and armor, and lets give them attack skills that dont ignore armor! Or lets make them wut they should be, glass cannons, i think sins should be able to deal more dmg than a ranger, for two reasons A) they are in melee range, B) They are glass cannons, (rangers can tank, sins cant) thw whole point of my idea, is to make it so that sins are glass cannons, with instagib chains, that can take down a whole team(8 sins vs anything), but decrease their armor to 55, and also maybe give them adrenaline skills,(you would be getting a rush when in in middle of combat with crap armor) and while were at the sin buffing thing, why dont we fix their hexes (SoS SP, just for a few) Sins, have been over nerfed and need a buff, and protective spirit balances it, makes sin have to think about timing attack vs targets, this class is only used in A/D combos, and we must wonder why Shadowshock 02:08, 14 May 2008 (UTC)

Wow, end this discussion now before you make yourself look even worse =/ &mdash;  Skakid  02:15, 14 May 2008 (UTC)
 * nah, my fight, i wont win, get my point out, lets take nerf bat to dervs for the next few updates, not sins, dervs are op so ppl buy nf (why costs more) Shadowshock 02:26, 14 May 2008 (UTC)
 * We don't fight here shadowshock. We try to reach consensus with reasonable argument (read: The best idea decided by reasoned debate). If you seek to fight others, then I'd like you to try here. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  15:20, 14 May 2008 (UTC)
 * not what i meant, its my side, i am willing to say my point, is that considered to be a fight when were talking about skill changes that coule be made Shadowshock

......ok you do know that with armor weaker then paper, that they be worst of a targer then they are now, it pretty easy to shut down sin, some time with brute force alone, and with this suggestion, no one would play one even if there damage was stupid high, blocks, blind cripple, pure damage would make this class suffer, and that not what they need. they need a away that if there attack don't connect that they arn't waiting 15,30,45 sec to be usable again all the while they are a nice juicy target for any tom, dick and harry looking for an easy kill
 * suggestion: How about have it so most attack skills recharge 10%-25% faster if they miss or blocked, or put in a skill that would increase armor or speed for each recharge attack skill that missed or was block, +5 armor for a max of 15 or 20AR, or 5%..6% speed buff for a max of 25%...30%, would be great for the shadow line.--Metal Sazz 23:49, 20 May 2008 (UTC)
 * I actually kind of like that idea, it makes frontline combos more viable, without making it insanely overpowered. It would be difficult to balance the time though- I don't want to see certain attacks go into a "spam till it hits" category- namely unsuspecting strike, golden fox strike, and black lotus strike, not to mention the no-lead offhands.  --Kalas Silvern 08:59, 27 May 2008 (UTC)

William Wallace
Tell Mistral Edge that. frvwfr2  (talk · contributions) 23:00, 11 May 2008 (UTC)