ArenaNet talk:Skill feedback/Assassin/Shadow Fang

This skill needs a buff for sure. --The preceding unsigned comment was added by User:Prokiller88 (talk).
 * It doesn't matter if the DW activates itself or not. This needs a lesser effect and less recharge.--The Gates Assassin 05:20, 26 February 2008 (UTC)
 * 25 recharge and 5 duration imo. 222.127.209.212 02:46, 1 March 2008 (UTC)Shinde
 * What about 20 recharge and it goes like this: Shadow Step to target foe. If that foe was suffering from a Deep wound, something happens!--The Gates Assassin 17:07, 3 March 2008 (UTC)
 * "Hex. You shadow step to target foe. That foe is hexed for 5..9..14 seconds. Next time your target suffers from a deep wound your foe takes 30...50...60 damage and this hex ends." 10e 1/4c 25r
 * Hows that? Prokiller88 01:53, 6 March 2008 (UTC)
 * not bad. also add: "...and you return to your original location."  222.127.223.69 23:23, 6 March 2008 (UTC)Shinde
 * Would be nice with twisting fangs or impale, however since that activates the deep wound, the recharge would have to stay at 45, so it would still suck.--The Gates Assassin 08:02, 7 March 2008 (UTC)
 * That'd be why he said 25r. -- Armond Warblade[[Image:User Armond sig image.png]] 21:41, 7 March 2008 (UTC)
 * Then it would be elite or overpowered.--The Gates Assassin 22:00, 7 March 2008 (UTC)
 * Fine, change it to 30r. Prokiller88 04:38, 8 March 2008 (UTC)
 * Making it dependent upon deepwound application would make using it and Twisting Fangs similar to how Augury and BoS work. The deepwound is applied for each hit therefore Twisting Fangs would only hit once and be interrupted by Shadow Fang's shadow step.  Only Impale would really work with it and Impale is only seen in gimmicks or in the very rare LOD Shattering Assault build.  How about when "When this hex ends, you return to your original location and that foe suffers from Poison for 5...17 seconds."  Also change to a 1s cast to enable interruption shutdown on it and discourage gimmicks involving Glyph of Renewal.  The 1s cast for certain shadow step skills was debated on Guru and this could be a viable test subject.  As for recharge 30s sounds about right.  Celeborn 17:22, 11 March 2008 (UTC)
 * SA sins aren't uncommon. Shadow Spider would have to be the new name with that. But then again...why would you want to take a skill like that? --The Gates Assassin 03:34, 12 March 2008 (UTC)
 * It seems to be to be a hex-based AoD, more of a get in, unload combo, get out. Deepwound as the end effect would act as bar compression but leaves the problem of the sin stepping back leaving his target with 1hp which a degen condition like poison would solve. The core problem I have with the skill though is that while the duration is bugged it is regrettably good as it leaves one to customize the hex to fit their personal chain length.  Ideally this would be a maintainable hex but I don't think there's a mechanic for that.  As for the name would it have to be changed?  Fangs can poison, create bleeding or a deepwound in real life.  Fox Fangs doesn't cause a deepwound but Golden Fang Strike does and those are the only other skills using "Fang" to my knowledge.Celeborn 19:46, 12 March 2008 (UTC)
 * Twisting Fangs. --The Gates Assassin 02:58, 14 March 2008 (UTC)
 * Honestly, even if they removed the deep wound I would still use this. I love it on NM paired with Assassin's promise and a dagger chain spike. 201.174.202.194 02:01, 20 March 2008 (UTC)
 * How about reducing the recharge, but making it so that deep wound is applied to both people to balance it? You can throw conditions on people, then you get warped out and put in severe danger due to losing 20% of your health (or 100 hp), while they deal with the degen.  Make it easy for their friends to kill you, while at the same time keeping it useful.  Or just add bleeding afterwards and make it 35 second recharge.  --Kalas Silvern 04:26, 13 May 2008 (UTC)
 * Putting a deep wound on yourself isn' THAT big of a deal, it's when someone is attacking you and they put it on is when you are worried. Also with the deep wound for both --> Signet of Malice.--The Gates Assassin 01:13, 14 May 2008 (UTC)
 * It would still promote more skilled play, since you would have to get back in range to use Signet of Malice, which could lead to you getting killed. A secondary would help to remove it, but that limits your secondary choices.  DW on self is to promote team play and prevent continued fighting after the spike.  --Kalas Silvern 07:00, 6 June 2008 (UTC)

I say just change it so the deepwound is when you teleport to foe. GG Halogod35  07:07, 6 June 2008 (UTC)
 * Ummm slightly powerful there.--The Gates Assassin 23:28, 6 June 2008 (UTC)


 * Yeah, it would be lot better with the Deep Wound on activation, and in fact you could maybe make it so when the hex is removed the Deep Wound is too, but then it might be a bit *too* powerful (although decreasing the duration in this case would temper it down a bit). Probably better just to knock it down to maybe 30 or so (after all, it's kinda unweildy to control anyway), and maybe take the duration to, say, 8. Bear in mind that if it gets removed early the Deep Wound and Shadow Step still happen.

I personally think this skill is fine as it is, even if it has little to no PvP potential, but good PvE application. I've never used it for its deep wound effect (since other skills like Twisting Fangs, Golden Fang Strike and even Augury are better choices to apply it). I believe the main catch behind it is that it allows you to return to your original location when the hex ends which ideally, would be when the target dies. Coupled with Glyph of Renewal or Assassin's Promise you can bypass the very long 45s recharge. Balancing it so it will see more play in PvP (aka, require skill to use) is rather difficult, because we're not only dealing with shadow steps, which are by themselves a bit unbalanced, but we also have to squeeze a deep wound in there. RadaArashi 15:24, 11 May 2009 (UTC)