ArenaNet:Skill feedback/Assassin/Horns of the Ox
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24.141.45.72 Issue 02:13, 20 February 2008 (UTC)
- Issue: HoTo is dead, bad damage
- Suggestion: Buff damage
Life Infusion Issue 19:01, 2 March 2008 (UTC)
- Issue
- adjacent is really small a range, it is easily met if you are not in a heal ball
- Suggestion
- increase to earshot or nearby like "You're All Alone!"
- buff damage to that of Trampling Ox after the above
Lann's Issue 10 June, 2008
- Issue
Poor compared to Tramping Ox
- Suggestion
Change effect to: Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +5...25...30 damage. If struck foe is moving, that foe is knocked down. Reduce recharge to 8.
- Bull's would be horrible if you had to get in two attack skills before it in order to make it work. -- Armond Warblade 02:53, 11 June 2008 (UTC)
- That is true, but this is a Dual with good damage at the same time dude. It wouldn't be nearly unconditional anymore, and it would require some skill to use, and would have the same recharge as FS and BoS, though IDK if thats a good thing and it'll just encourage more spikers. I think it would be a nice rework.ArisB24.205.38.234 04:39, 11 June 2008 (UTC)
- Yes armond, forget the 123456 spikes plz. This will help move toward shattersin like builds for pressure. --Lann 06:57, 12 June 2008 (UTC)
- How? No one would use this, because the point of an assassin is to do damage quickly. If you can't guarantee your knockdown at the end of your chain, it's not worth bringing. -- Armond Warblade 20:02, 12 June 2008 (UTC)
- Yes because that is exactly how shattering assault assassins are played. Like I said, forget your 123456 spikes. --Lann 21:32, 15 June 2008 (UTC)
- You don't understand. With a sin, you have to be able to guarantee your skills get their full effect out, because if you can't you mess up your chain. A sin can't afford to wait for his foe to start moving to use his dual. -- Armond Warblade 23:27, 17 June 2008 (UTC)
- My previous statement stands. No one uses this for reliable kd effect anymore, it has been replaced by Iron Palm and Trampling Ox because they are more reliable. Plus the damage on this is poor. --Lann 21:00, 18 June 2008 (UTC)
- You don't understand. With a sin, you have to be able to guarantee your skills get their full effect out, because if you can't you mess up your chain. A sin can't afford to wait for his foe to start moving to use his dual. -- Armond Warblade 23:27, 17 June 2008 (UTC)
- Yes because that is exactly how shattering assault assassins are played. Like I said, forget your 123456 spikes. --Lann 21:32, 15 June 2008 (UTC)
- How? No one would use this, because the point of an assassin is to do damage quickly. If you can't guarantee your knockdown at the end of your chain, it's not worth bringing. -- Armond Warblade 20:02, 12 June 2008 (UTC)
- Yes armond, forget the 123456 spikes plz. This will help move toward shattersin like builds for pressure. --Lann 06:57, 12 June 2008 (UTC)
- That is true, but this is a Dual with good damage at the same time dude. It wouldn't be nearly unconditional anymore, and it would require some skill to use, and would have the same recharge as FS and BoS, though IDK if thats a good thing and it'll just encourage more spikers. I think it would be a nice rework.ArisB24.205.38.234 04:39, 11 June 2008 (UTC)
Kraken 16:22, 20 June 2008 (UTC)'s issue
- Issue
The damage added by this skills is laughable.
- Suggestion
this skill needs a rework or something because the damage from this skill should not even count as one of its advantages. so my suggestion is to get rid of the dmg entirely and just rework the skill.
- 5 energy, 10 recharge, this skill must follow an off-hand attack, if it hits horns of the ox knocks down target foe for 3 seconds.
- or
- this skill must follow and off-hand attack, if it hits target foe suffers from bleeding for 5--16-20 seconds and is knocked down.
these would eliminate the spikeability that seems to not be allowed for a spike-based class, but still make it a reliabe KD to chain falling skills to. Kraken 16:22, 20 June 2008 (UTC)
Makku 1:57, 14 July 2008 (UTC)'s issue
- Issue
A skill that actually takes brains to use (HotO) is weaker than a no-brainer (Trampling Ox)? It's incredible how weak Horns of the Ox is if you compare it to Trampling Ox. Trampling Ox's requirement to knockdown is a no-brainer (Shadow Prison/Dark Prison -> Black Mantis Thrust, anyone?) and there's even an offhand attack that synergizes just perfectly with it (Jungle Strike). Trampling Ox encourages brainless button-mashing (123456 combos) while Horns of the Ox demands positional play and takes a lot more skill to be used properly. Horns of the Ox needs a serious buff to be on par with Trampling Ox again. This will hopefully encourage player's to get away from 123456 button-mashing back to builds like the old Aura of Displacement sins with more flexible chains and skill bars that offer more than just a sequent chain of damage.
- Suggestion
Increase damage to 10..22..25, decrease recharge to 8 seconds. --Makku 01:57, 14 July 2008 (UTC)
RitualDoll's Issue -- 12:14, 14 August 2008 (UTC)
- Issue
- Horns of the Ox was made inferior to Trampling Ox by it's recharge, easier condition and additional damage.
- Suggestion
5 0 12 "Dual Attack. This attack deals +5...17...20 damage. If it hits a moving foe, that foe is knocked down."
- Reasoning
- Although the condition is not as controllable, many foes in PvP will kite when you consistently attack them. The extra damage puts this on par with Trampling Ox, but the recharge remains the same, as to not make Trampling Ox the inferior skill.
Ulterion's Issue --Ulterion 21:20, 17 January 2009 (UTC)
- Issue
- Sucks. I'd rather take Bull's Strike with zero attributes than this!
- Suggestion
- Make it 'un-suck' maybe? Recharge of 8, boost bonus damage a bit (perhaps equivalent to that of trampling ox's)?