ArenaNet talk:Skill feedback/Assassin/Critical Strikes & Daggers

Input on the idea is welcome. --Kalas Silvern 04:45, 2 October 2008 (UTC)
 * Don't forget to nerf critical hits for scythes. IMO daggers are the second weakest weapon in the game, second only to bows. There's nothing wrong with dagger criticals, but critical strikes get nerfed due to sway. I would just say make all critical bonuses apply to anything except a scythe and make scythes NOT auto critical against fleeing foes. --The preceding unsigned comment was added by User:96.233.1.158 (talk).
 * This proposal does nothing to affect the offending critical scythe effect. Are we trying to make daggers as strong or stronger than scythe or do we just want critical scythe effect decreased? In my opinion daggers do fine damage now, if they let your chance to double attack activate when you use attack skills, I'd say they'd be perfect; it always annoyed me that a dagger master gets extra double attack chance, but it only applies to auto-attacks.  Call me crazy, but you should be using skills most of the time. - Elder Angelus 14:38, 2 October 2008 (UTC)
 * There was a nerf to using non-daggers in there. It would only give the bonus modifier and the bonus % to your crit strike chance to daggers.  The energy would work with all, but you would only get the energy return bonus.  I did some calculations, and keeping daggers with their current damage, a critical hit would do similar or slightly less than a sword critical at 15 critical strikes.  So, recap- % and modifier only work for daggers, energy return works for all.  With the numbers as they are in this, daggers would be slightly lower than swords on criticals, while retaining lower base damage.  --Kalas Silvern 00:44, 3 October 2008 (UTC)

Annoying and Deadly's idea
The point isn't to give sins omgwtf pressure (which that is btw. 22-33 on a fast attacking wep?  Seriously?)  The point was the give them decent pressure reliant on them criticalling. In addition, that's far, far more complicated than my proposal, and in addition, as you said, unbalances scythes even further. Increasing dagger base damage really isn't the solution- I mentioned a very minor change to the max damage, and only meant it as a secondary option. Especially when you consider that what you're proposing would be a BUFF for R/A and other /A professions. Think about it... they're hitting as hard as scythes now, but far faster? And their skills have high armor ignoring damage? My trick to balancing is to improve the thing that needs improving (daggers for ASSASSINS) and not buffing things that are already broken (Escape Daggers doesn't sound fun, does it.) --Kalas Silvern 00:58, 6 October 2008 (UTC)