Feedback talk:User/Raine Valen/Skill suggestions/Assassin/Deadly Arts

My worry is sins with 4 traps and Enduring Toxin soloing people with just traps. &mdash; Raine Valen    0:53, 24 Aug 2010 (UTC)
 * I've always loved the idea of assassin traps... Ƹ̵̡Ӝ̵̨̄Ʒ аІiсә  [[File:User Aliceandsven 3.png]]  ѕνәи  Ƹ̵̡Ӝ̵̨̄Ʒ 04:24, 26 August 2010 (UTC)
 * They had them at one point, but they were removed. Marble Trap, Shadow Tripwire, and Twisted Spikes.  &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  4:31, 26 Aug 2010 (UTC)
 * That's why I've always liked the idea, especially shadow tripwire. What is so bad about that skill that it was removed?  Ƹ̵̡Ӝ̵̨̄Ʒ  аІiсә  [[File:User Aliceandsven 3.png]]  ѕνәи  Ƹ̵̡Ӝ̵̨̄Ʒ 17:06, 26 August 2010 (UTC)
 * They didn't have a place in the role a sin played at the time. 12345boom doesn't use traps - and traps aren't mobile, which was a huge advantage of the assassin at the time. Shadow Tripwire could be considered "mobile", in a sense, but it's also a double edged sword - if you drop a Shadow Tripwire at the base entrance to warn you of a split team while you gank the base, you're like as not to teleport into a bunch of enemies. (Also remember that back then there was no maximum range for shadow steps, meaning you'd suddenly be yoinked far away from your monk with no way to get back short maybe Shadow Meld.) Without something like Raine's update to force the sin into a ganker role instead of a spiker role, traps just wouldn't be used. -- Armond Warblade[[Image:User Armond sig image.png]] 19:46, 26 August 2010 (UTC)
 * To expand on that, please note that sins are still in a decidedly spikeish role, similar to before (I mean, before Coward sins, SW sins, BB sins, and Palm Strike sins). The biggest difference is that they won't be able to spike every ten seconds on any target they want with little or no preparation; an assassin will be required to set up a good spike beforehand.  Traps are a major component of that set up process in my Assassin model.
 * There will be alternatives, like opening a spike with Horns of the Ox (or Trampling Ox, if you're feeling brave). It should be noted that even with such a combo, sins are looking at long recharges and very little pressure between spikes, which makes them a poor choice for a stand character.  Accordingly, sins will be forced into much more split- and gank-oriented roles: you don't need a combo that recharges in 3 seconds if you're killing stuff on a split, but a spike every 30 seconds won't cut it at stand.
 * One other thing I'd like to make clear is that sins will still be mobile – arguably the most mobile of any profession – with skills like Shadow Walk. The difference is that sins will not be able to teleport into your face from anywhere in casting range and then blow you up at will (unless you earn it) or magically and instantly pop out of existence (unless you let them).  In short, they'll retain strong mobility, but not uncounterable mobility.
 * Overall, the profession will take much more skill and thought to play, and that's, imo, the direction that they need to go in. &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  21:23, 26 Aug 2010 (UTC)