User talk:Auron/Gimmicks/Palm Strike

It's the exact reason why I could never stay interested in playing the Assassin. You either play an instagib attack chain (which is as boring as it is imbalanced) or you fail. Nice breakdown on the Assassin, well written too. 145.94.74.23 08:13, 22 January 2009 (UTC)
 * Badiator Mojoko plays one of two things - Assassin and Bad Warrior.
 * The comment at the end made me laugh IRL. ~Shard  [[Image:User Shard Sig Icon.png]] 08:58, 22 January 2009 (UTC)
 * I like your idea of adding a condition/hex/effect like Fatigue or something. Like, the more attacks you use, your dmg is reduced by XX% That would stop alot of melee classes from unloading a rediculous amount of dmg in a very short time. Like how my warrior can swing a scythe with speed beyond the possibility of physics Or my sin can kill something in three seconds. They can't use an excuse that it's too hard, they made cracked armor no problem.-- adrin [[Image:User_adrin_ecto_sig.png]] 09:37, 22 January 2009 (UTC)
 * Yeah, I'd prefer it being irremovable (so it doesn't trigger RC or cover hexes), but you get the idea. Honestly the best change would be altering the base numbers for each skill based on how many attack skills you have, so if you have 5 attacks even the first two are weakened. But that's probably a really hard change at this point, so sticking with the fatigue concept would be more feasible. - Auron 09:51, 22 January 2009 (UTC)

Could be me, but I think wikia move broke the link. 69.109.167.53 22:02, 9 March 2009 (UTC)
 * We all know Arena Net is going to nerf the true cause of problem on that skill bar: Resurrection Signet. It will have a 4 seconds activation, and then the "3 dual attacks with no lead" bar will be fixed. Totally. Erasculio 22:57, 19 August 2009 (UTC)

Dual Attacks
Hi Auron, I know you don't have a clue who I am, but please read this as I feel it has potential. Assassins can have one elite skill, and three PvE-only skills when in PvE. So... why not give dual attacks new flags so that you can only have one dual attack on your bar at a time? Personally, I think it'd solve the problem. If so, I'd also have Death Blossom (PvP) be shifted into Deadly Arts and give it ten energy, not five. Moebius Strike would also be increased to ten energy. That would counter the almost certain influx of people with Death Blossom and Moebius Strike, which I feel is a rather likely reaction for the bad players to try to "get around" the update. Players would have to handle the extra energy with fewer free points to put into Critical Strikes. I've given up on PvP for the time being to try to get a God Walking, so I'll admit I havn't played against Assassins in competitive play for some time. I'll also admit if not permaing to run Guildies around, I only ever bring my sin to RA, but that said I'd be very grateful if you could respond with any thoughts you have about my "update". A F K When  Needed 12:15, 12 June 2009 (UTC)
 * I think your change would be more feasible if assassins had more impressive pve skills. As it stands, they have an IAS, which makes MS/DB more clumsy (as they recharge about as fast as you can spam them without IAS); but then their other PvE skill is a feigned neutrality, which is bad because it doesn't do anything useful. They don't have any PvE-balanced attack skills to speak of - whereas mes and necro get Cry and Necrosis, assassins get passive buffs that don't blow stuff up. That puts them way behind in terms of damage, since they already have to be in melee range and are already susceptible to melee shutdown (which is incredibly common in late game NF + eotn). If they had a PvE-skill equivalent of death blossom (or just a pumped up PvE version of death blossom, as I think you're suggesting) the change would be more feasible.
 * I don't really think MS/DB are a problem in PvP or PvE, at the moment (nor do I think they will be as a result of your proposed change). Assassins already have to deal with being rather flimsy, relying on luck to keep energy up, and if they get blinded or blurred visioned or something their damage output goes from "ok" to "zero." As mentioned above, much of the PvE content has enough melee hate to make an assassin scream, and you can bet that every PvP team will have something to deal with melee (whether it be hexes, conditions or flat out spiking it to death - which isn't too hard on a 70 armor target).
 * As a "fix" to the imbalance of assassins in PvP, I don't think it will work. Assassins are at a point now where they basically have to use multiple dual attacks to be on par with a warrior or dervish - if they got limited to 1 per bar, they would become non-existent instead of balanced (which might happen with my fixes too, tbh). ANet would have to buff every single dual attack to a point where taking only 1 dual would be feasible - i.e., on par with the damage of a warrior or dervish. It could be done if they had the whole team working on it, but it certainly can't now. So, in theory, with a lot of other theory added to it, it could probably work. With ANet how they are, short on resources and the like, it's not a feasible fix. - Auron 13:15, 12 June 2009 (UTC)
 * First of all, I would like to thank you. A part of me was somewhat nervous of coming to you and saying "I havn't PvPed in ages, but anyway, talking about PvP..." - I am very grateful that you read what I had to say and replied.
 * You say they need them to be on par with Warriors and Dervishes, and as I say, from no significant (high-end) PvP in the last while, I'll take your word for it. It was just an idea I had earlier when messing around with builds when waiting for my friend to arrive so I could run him.
 * I apologise for neglecting to mention, yes, if doing that a few skills would need to be relooked at to still be feasible. Which, to me, is frankly depressing, as it's changing skills to make them feasible when Assassins play the way they should imo.
 * So, yeah, thanx again, Auron. A F K  When  Needed 13:30, 12 June 2009 (UTC)
 * This is the sort of thing that Assassins should have been introduced as - one quick power chain on the bar and the rest devoted to utility. The falling shocker was a lot like this, but it's been power creeped out. -- Armond Warblade[[Image:User Armond sig image.png]] 17:14, 12 June 2009 (UTC)
 * Indeed. If you want to bring a fair amount utility, you have to give up either other utility (namely KD) or damage. Lose-lose situation. -~=Sparky  User Sparky, the Tainted charr sig.PNG  (talk)  23:52, 19 August 2009 (UTC)
 * side note - KD is a ridiculously overpowered mechanic. luckily, and probably mostly by chance, ANet forgot to give dervs and paragons KDs. - Auron 13:59, 21 September 2009 (UTC)
 * I R Confus
 * Tiny daggers can KD people but you can't KD someone by hitting them in the side of the head with a scythe?
 * Wha? User A F K When Needed Signature Icon.jpg A F K  When  Needed 20:58, 8 November 2009 (UTC)

one gimmick, two gimmick, three gimmick FOUR!
S-dub come, and I wanna go home. I feel compelled to mention a particular sin bar that appeared after a particular buff to a particular sin skill, and it's similarities to the three sin gimmicks mentioned in this article. -- R I D DLE 22:01, 16 March 2010 (UTC)
 * ^ that's what I was going to say. We're to sin gimmick 4 now. (Hooraaaay!) Let's see what perfectly viable skills it takes with it this time. Also, yes to Valve designers; they do things correctly. 141.165.170.182 00:47, 31 March 2010 (UTC)