ArenaNet:Skill feedback/Assassin/Wastrel's Collapse/Archive 1

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SavageX's Issue -- 00:11, 22 February 2008 (UTC)

Discussion

Issue
Way too easily countered and its effect isn't really worth elite status.
Suggestion
Change skill's attribute to Deadly Arts, change duration to 5...3...2, and add a shadow step effect after the hex ends (but not if ended prematurely). Increase recharge to 25 seconds to compensate for the shadow step.

Cursed Angel's Issue -- 01:44, 22 February 2008 (UTC)

Discussion

Issue
This is a mesmer skill (elite version of wastrel's worry).
Suggestion
Move and scale it with domination 5...3...2 kthx and give them their assassin skill Extend Conditions cuz why the hell did that go to mesmer and this to assassins anyway?

24.15.45.105 's Issue -- 18:43, 23 February 2008 (UTC)

Discussion

Issue
Yep not worthy to be an elite skill.
Suggestion
Maybe make this elite disable foes elite skill(random skill) for 1-3 seconds then KD when this hex ends or can remove an enchanment too.

The Gates Assassin's Issue --The Gates Assassin 21:20, 23 February 2008 (UTC)

Discussion

Issue
Trying to design a build around this skill is pretty hard. Even taking multiple interupts to ensure the effect takes place is not only hard, but simply not worth it. A simple RoF ends the effect, and if you do get it to activate; So what? If you take this on a mesmer and try using diversion, you have just wasted your elite slot. Esurge and other great elites can't be taken and it degrades the overall build and sometimes the entire team. Also this fails in comparison to gale on a mesmer since it has long KD time and you KNOW that it is going to activate when you want it to.
Suggestion
The next time target foe is hit with a dual attack, that foe is knocked down. Keep the recharge and everything. Basically a good Mark of Instability.

Teh Uber Pwnzer's Issue - 02:19, 1 March 2008 (UTC)

Discussion

Issue
It sucks badly and needs a buff.
Suggestion
I have two suggestions that may help it:
  1. Move it to deadly arts and make the number of skills needed to make it end prematurely scale OR,
  2. Make it only end prematurely if the foe uses its elite.

Lilondra's issue

Discussion

Issue
Seen as worst skill every by 95 % of the guildwarspopulation (the other 5 % preferes primal rage).
Suggestion
  • Reduce duration to 3 seconds, ends prematurly if target foe uses a skill but the knockdown will still trigger interrupting the skill right before its activation time. Skill recharge should be the same as gale mesmers can knockdown every 12 secunds.
  • Another option might be to change the recharge to 25 seconds and add the same effect as mark of instability, but with a shadowstep added to it.

Annoying and deadly's issue

Issue
Too long for too short of kd with risk
Suggestion
For 5 seconds target foe is hexed with this spell, when it ends target is knocked down for (5)! seconds, this skill ends prematurely if target for uses a skill

Annoying And Deadly 03:31, 30 March 2008 (UTC)

Frvwfr2's Issue -- 11:53, 11 May 2008 (UTC)

Issue
Above.
Suggestion
Make it that they have to use 2 skills. Up the recharge a bit then maybe, up to 10 or 12.

ILikeKiwis's Issue

Issue
It's beyond terrible
Suggestion
  • 10 energy 15 recharge "If target foe is not casting a spell, that foe is knocked down. Wastrel's Collapse has half the normal range."
  • 10 energy 12 recharge "If target foe is not using a skill, that foe is knocked down. Wastrel's Collapse has half the normal range."
  • 10 energy 10 recharge "If target foe is not using a skill or attacking, that foe is knocked down. Wastrel's Collapse has half the normal range."

My issue

Issue
Same as above
Suggestion
Shadow step to target target is knocked down for 2 seconds 10 engy 1/4 cast 25 sec recharge shouldnt be to strong with high engy cost and shadow steps 0.75 after cast if it is increase engy to 15 or recharge to 30

Why is this elite?

Issue
This skill is trash. Not useful for spikes because it's a hex which immediately screams "INFUSE ME!" If you use it on a good monk he will just use a 1/4 second skill and ruin your spike. Knockdown is good for interrupting skills but unfortunately this one ENDS on that foe using a skill.
Suggestion
Rework it.

Assassin Spell Combat

Issue
See below (and above).
Suggestion
moved from ArenaNet:Skill feedback/Assassin/Assassin Spell Combat
Wastrel's Collapse Wastrel's Collapse. 5 Energy 1/4 Activation time 8 Recharge time.
Elite Hex Spell. 1...3...3 random non-elite skills are disabled for target foe for 3 seconds. After 3 seconds, target foe is knocked down. This hex has half the normal spell range and ends prematurely if that foe uses a skill. (Attribute: Deadly Arts).
This skill is arguably one of the worst elites in the game (it's like a really bad version of Lightning Surge) as it is, and wouldn't even be that great as a non-elite. One obvious way of improving it is decreasing the duration to that of Wastrel's Worry and this would make it instantly more powerful (though possibly if you think 3 is too short, make it 4 instead). However, a slightly less obvious approach is to make it disable some of the target's skills as well. This would (hopefully for the user) lead to panic on the target (or at least one who realises what it does and that they need to use a skill) as their quick-cast cheap skills may be disabled (consider a monk being pressured into using a 10 Energy skill to end it and wasting energy). Add to that the quick recharge (and with the half range change it could be brought way down with Deadly Haste) and you have a skill which can cause immense psychological pressure. An additional or alternate buff would be to change the end effect to:
...target foe is knocked down and you shadow-step to that foe.
This would make it much more useful for assassins since they could hex with this until it gets through then unleash an attack chain (and in fact could start with Falling Spider or Falling Lotus Strike allowing them to get to a Dual Attack in two attack skills rather than three). This doesn't seem unreasonable when you consider that it's an elite and wouldn't do any extra damage (which is another possible way of buffing - adding damage, possibly even AoE).
If you didn't like the idea of moving it to Deadly Arts, the number of disabled skills could always just be set to something between, say, 1 and 3 (4+ would probably be too powerful).
If none of these appeal to you, at the very least decrease the duration and change it to something like:
...target foe is knocked down and loses one enchantment.
or better (fits the theme and usage more) still:
...target foe loses their current Stance and is knocked down.
since that would make it bypass Balanced Stance et c.

WeHeartKatamari's Issue

Issue
Underpowered, generally useless against most everything.
Suggestion 1
Wastrel's Collapse Wastrel's Collapse. 10Energy 1Activation time 20Recharge time
Elite Half Range Spell. If target foe is above 75% health, you Shadow Step to that foe and that foe is knocked down. (Assassin Unlinked)
Explanation: Reworking the skill into an elite version of Augury of Death makes this a pretty viable option for spike sins. With a 20 second recharge and conditional usage I can't see this being overpowered.
Suggestion 2
Wastrel's Collapse Wastrel's Collapse. 10Energy 1/4Activation time 12Recharge time
Elite Hex Spell. (5...3...2). End effect: Target foe is knocked down. (Deadly Arts)
Explanation: Simply modifying the skill as it is to be somewhat useful to an assassin and not absurdly easy to catch as it currently is.

Crimmastermind's's Issue

Issue
Underpowered, generally useless in every way, inferior to Wastrel's Worry (a non-elite)
Suggestion 1
Wastrel's Collapse Wastrel's Collapse. 5Energy 3/4Activation time 12Recharge time
Elite Half Range Spell. Elite Hex Spell. After 1 second target foe is knocked down. This hex ends prematurely if they use a skill. This spell has half range.
Explanation: This skill is pretty powerful in that 1 second isn't that long to use a skill, yet the fact that it has half range means that it is hard to use, because it is pretty obvious when a sin charges openly towards the enemy, and at 3/4 second it is still interruptible.
Suggestion 2
Wastrel's Collapse Wastrel's Collapse. 10Energy 1/4Activation time 20Recharge time
Elite Hex Spell. For 1 second the next time target foe uses a skill they are knocked down.
Explanation: High energy cost and recharge mean that this skill has to be used with precision, it is basically like an interrupt except that it KDs the foe afterwards instead of interrupting them. This skill would require good timing etc, and would encourage skilled play, because with unskilled players it is simply a waste of an elite.