ArenaNet talk:Skill feedback/Assassin/Dancing Daggers

Shard's Discussion
I think damage also needs to take a slight hit. as it stands, it's way better than some of the ele damage spells. --The preceding unsigned comment was added by User:85.103.171.124 (talk).


 * Agree with 85.103 and Izzy, he's been brought a ways into line but the damage is still a bit high from spamming this. Either 7-8s recharge or damage each. -- Armond Warblade[[Image:User Armond sig image.png]] 20:57, 19 February 2008 (UTC)


 * I'd like to see it put in Dagger mastery, increase recharge to 8. Deadly paradox couldn't abuse it anymore while making it decent for Dagger sins. P A R A S I T I C 22:20, 20 February 2008 (UTC)

ur kidding. -- Readem 23:34, 21 February 2008 (UTC)
 * I dont have a problem with this skill other than that its an unblockable lead attack. I think making not count as a lead would fix the problems with this skill.--Ryudo 03:25, 22 February 2008 (UTC)
 * What would be the point of it, then? --71.229.204.25 03:29, 22 February 2008 (UTC)
 * Still would be an excellent damage spell for sin casters.--Ryudo 03:30, 22 February 2008 (UTC)
 * It's a half-ranged projectile spell that does less than 20dps to AL60s without shield sets. --71.229.204.25 03:32, 22 February 2008 (UTC)
 * It's also a spammable spell that at lvl 16 does 111 effective damage that gets around common protection spells like SB and PS.--Ryudo 03:34, 22 February 2008 (UTC)
 * I stand by my previous post. --71.229.204.25 03:38, 22 February 2008 (UTC)
 * It's with Deadly paradox that this skill becomes a problem, and it sounds like you tested that DPS without it. P A R A S I T I C 03:56, 22 February 2008 (UTC)
 * 40dps against an AL60 without shield sets still isn't very impressive, and if you're bringing DP just to spam a newly unchainable DD there's something very wrong. --71.229.204.25 03:59, 22 February 2008 (UTC)
 * It's a 5 cost, 5 reload spell that becomes twice as powerful under DP, Deals 111 effective damage, cuts through all prots, and opens up combos. Not a Dps skill, spike skill.
 * A spike skill you'd have nothing to follow up with because it wouldn't be a lead anymore. --71.229.204.25 20:21, 27 February 2008 (UTC)

Except paradox is expensive, and nobody runs 16 deadly unless they're suicidal, and the damage is laughable both as pressure and spike. It's only good for opening deadly arts combos. Which is cool cuz deadly arts should see play. 222.127.223.69 08:54, 27 February 2008 (UTC)Shinde

10sec recharge would basically make this skill useless, i agree with increased recharge , but 10sec is too much 189.70.149.39 20:19, 27 February 2008 (UTC)


 * 5/1/5 for 100 dmg... yep its strong alright but you know... stone daggers is 5/1/0 for like 60 dmg and no one whines about it, and it does some of the feature dancing daggers does such as reduced by armor and "cuts thru prots". now im sure everyone whines about this skill because of the assacaster. though this isnt the reason why thier good, thier good because thier unprot'able hammer wars in a sense, if you want to nerf assacaster you need to find the core reason why they are being strong. this isnt it 76.26.189.65 14:33, 28 February 2008 (UTC)
 * How would a 10 second recharge make this useless? It's still a 90+ damage ranged lead attack for 5 energy, and would still be overpowered. Learn to play real builds before posting plz. ~Shard (talk / Nerf List) 11:37, 29 February 2008 (UTC)
 * lol. 90 damage (less actually) every 10 seconds blows and you know it.  222.127.209.212 05:27, 1 March 2008 (UTC)Shinde
 * lol, more than 90 damage. Learn math.  Also, many usable lead attacks or opening offhands have much more than a 10 second recharge, and people still run them. Maybe you should use that brown noodle-like thing in your head before posting typical RA scrub "lol ufail l2play" types of comments. 72.235.48.41 16:04, 2 March 2008 (UTC)
 * Seriously. If it wasn't a lead attack it still does more than most elementalist spells (esp. "Mind" spells that are only weak because they cut through prot. --Life Infusion &laquo;T&raquo; 19:37, 2 March 2008 (UTC)

Its damage is reduced by armor, is half ranged, can be dodged, doesnt go through obstacles. 222.127.223.69 23:44, 6 March 2008 (UTC)Shinde
 * I've never seen anybody dodge all 3 daggers. I can manage one, but they move so quickly (and because of the range, they have short fly-time) that dodging all of them is impossible.  The damage doesn't go through obstructions, but it still lets you offhand after it, which is an obvious mistake and should be foxed. Lower the damage back to release status. ~Shard (talk / Nerf List) 06:15, 29 March 2008 (UTC)

you can put the obstacle rule in, you can increase recharge time alittle., but keep it as a lead, there are not many lead/offhand/dual attacks with the sin that can get around block and blind at the same timeMetal Sazz 3:29 April 21, 2008 (UTC)
 * That's because there aren't supposed to be. 72.235.48.41 11:28, 30 April 2008 (UTC)

i think i was a good thing to have it as a lead, and it's not like it cannot be stop, being a spell, it's still subjected to anti spells,--Metal Sazz 01:41, 2 May 2008 (UTC)


 * IDK if you actually put this on someone's "to do" list and it just never got done, but this is still a problem. ~Shard (talk) 03:05, 9 April 2008 (UTC)
 * Not really, otherwise everyone would use this as a lead attack over everything else. 76.89.81.150 04:38, 2 June 2008 (UTC)
 * In cases where all you need is a lead to get to your overpowered offhand and dual, yeah, they do. If you want to actually spike with your lead, you bring something else. But leads tend to suck anyway, so no one uses them. -- Armond Warblade[[Image:User Armond sig image.png]] 16:24, 2 June 2008 (UTC)
 * Everyone does use this lead attack over everything else.
 * [[Image:Dancing Daggers.jpg|45px]][[Image:Entangling Asp.jpg|45px]][[Image:Signet of Toxic Shock.jpg|45px]]
 * [[Image:Dancing Daggers.jpg|45px]][[Image:Augury of Death.jpg|45px]][[Image:Toxic Chill.jpg|45px]][[Image:Signet of Toxic Shock.jpg|45px]]
 * Being a 100+ damage spammable for 5 energy doesn't help either.
 * BTW, it's still bugged.~Shard (talk) 22:19, 15 June 2008 (UTC)
 * That said, it's only 100+ damage at 15 deadly arts, and only if all three daggers hit. Even then, it's reduced by armour, so that's decreased damage on all non-caster classes (half on rangers) and anyone with a shield or an armour buff. I'm not saying it's not good, but 100+ is a bit of an exaggeration in most instances.
 * It's only 100+ damage at 15 Deadly Arts, and only if all 3 daggers hit. You know what else is only 100+ damage at r15 if it hits?  Lightning Orb.  Lightning Orb costs 3 times as much (but you get some back with Attunement!), triggers SB, gets reduced by PS, is a hell of a lot easier to dodge, and doesn't cause poison and knock-down.  Balanced skill, IMO. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  17:02, 11 December 2008 (UTC)


 * With Iron Palm and Vile Miasma, Balanced? BS, Or you just enjoy this 123456 solo spike build personally? Izzy just ignore this OP build. Even my little sister slays foes easily, just C and 123456. but who cares? GW=a dead game.--61.65.70.54 08:24, 29 December 2008 (UTC)
 * Or how about destroying the entire gimmick? I would rather this skill be in the trash can than for there to be skill-less gimmicks that reward mindless button mashing. Increase energy to 15, increase recharge to 20.

Dodging
Yes, you can still dodge the daggers since it is a projectile spell. Just kite around and you should not have a problem with it. The nice thing about casting assassins is that they have no energy management and if you attack there power supply with mesmer skills, it will make their build absolutely worthless. No need to change this skill at all and it is rarely used anywhere else other than alliance battles.William Wallace 05:21, 28 May 2008 (UTC)
 * You've completely missed the point. The point is that even if this does miss, they still get a lead marker.  That is a problem- one skill alone should not be a guaranteed lead.  It should require at least 2 skills to guarantee it, if not more.  --Kalas Silvern 07:02, 6 June 2008 (UTC)
 * Well, it's more that a brainless monkey mashing his keyboard can guarantee that he gets a lead marker, whereas other skills force you to actually think about what you're doing... -- Armond Warblade[[Image:User Armond sig image.png]] 17:09, 6 June 2008 (UTC)
 * Just make it so that if none of the daggers hit, it doesn't count as a lead, but as soon as one does, it does.
 * It's not unlike the Glyph of Immolation or Anthem of Weariness bug, where the condition is applied before the spell or attack hits. With this skill, the target is marked as being attacked as having been struck by a lead attack before the spell actually hits. If the first 2 aren't bugs, then neither is this. If this is a bug, then so are the others and they should be fixed too. 145.94.74.23 14:25, 27 January 2009 (UTC)
 * (What I meant to say is that, like the skills I mentioned, placing the lead marker may not be a part of the projectile's effect, but part of the spell effect. If that is the case, then it is not a bug but intentional, and we're having a balance issue instead.)