Feedback talk:User/Damysticreaper/Dagger Mastery

Dagger Mastery
Around a month late on a reply to these suggestions, and new to the wiki community, thought I'd give you some feedback since I figure we all want to know that someone's reading our ideas. While I really like the idea of generating synergistic chains based off of skill nomenclature (i.e. "Golden attack chain" or "Black attack chain") and while I applaud your additional utility for Golden Skull Strike, I think that some of this doesn't "fit" right. Aesthetically and organizationally, I like the easy names for the chained skills, but while some functionality has changed, it seems like much of the effort in this regard is more towards making the names sound interesting when used together than actually improving function or addressing an actual weakness in the skills themselves. (I could be wrong of course) Many of these skills are already staples of current builds, and as such, I question the reasoning behind the change. Is it only because of the names? Golden Skull Strike as you have it now, would be the most powerful and repeatable way to inflict Dazed in the game. Any knockdown added into a chain for this skill would result in almost certain caster death (not to mention silencing daggers) heaping on the punishment with low energy, recharge, and bonus damage is incredibly overpowered in my opinion. Golden Skull Strike would be to casters what B-surge is to physicals, if the whole rest of the elementalist's bar were 1/4 second cast armor ignoring 100 damage spells. I'm not against having casters feel the pain of daze more keenly, but this is going too far without either a longer recharge or some downside to the sin i.e. lose all energy and your current stance ends or for x..x seconds you attack 33% slower and your skills cause exhaustion. It would have to be hefty for a near 100% up-time Daze. For similar reasons, Nine Tail Strike is overpowered as you have it. I like the reduced cool-down, it never quite fits in my chains for much the same reason but as it stands, to keep it unblockable the damage would need to be reduced and maybe a condition substituted in if one already exists on target. i.e. ''Dual Attack. Unblockable. Deals +10...15...25 damage. Must follow an Off-Hand Attack. Inflicts weakness 4..8..10 seconds if target foe already suffers from a condition.'' I'll end there. Enjoyed reading your ideas though.--Andra 03:52, 25 April 2011 (UTC)
 * Edited: added my signature, a title, horizontal line and adjusted indents for aesthetics and congruity. Sorry, still new at this.--Andra 03:52, 25 April 2011 (UTC)
 * I'll tune down the power of golden skull a bit for pvp since it doesn't really matter for PvE, same for nine tails strike. But what i had in mind mainly is to increase the options for dagger attacks for the assassin to take other than metas like blossom spam and knock-locks by changing the lesser popular skills like the golden and blask dagger attacks so they can be effectively used in a chain and make them playable again. I also wanted to give the sin a larger ammount of effective lead attacks other than jagged strike and black mantis and an elite lead attack wich became temple strike. Summing it up it's mostly a suggestion that gives the assassins a larger option of attack skills and build diversity to take with them. And tnx for the feedback (please do sign next time with 4x ~). Damysticreaper 21:13, 24 April 2011 (UTC)

Lotus Strike
I don't mind it costing 10 Energy and giving you 20 back. If the recharge was 6, it would be nice. →← 21:51, 24 April 2011 (UTC)
 * So you basicly want it to return more energy is what you are saying? Damysticreaper 23:02, 24 April 2011 (UTC)
 * Pretty much. Because wild strike/fox fangs COMPLETELY overshadow this skill. →[ » Halogod User Halogod35 Sig.png  (talk)« ]← 00:36, 25 April 2011 (UTC)
 * You do realise i have turned it into a lead attack, after turning golden lotus strike into an off-hand attack right? Damysticreaper 10:14, 25 April 2011 (UTC)