ArenaNet:Skill feedback/Assassin/New Assassin Combo System

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Carnil Issue 16:37, 14 April 2008 (UTC)

New Assassin Combo System

Issue
Because of the combo system, blockable daggersins are not able to compete in gvg properly. one attack is blocked and you are worthless
Suggestion
I designed a new combo system that allows nearly every attack to be used as lead-, off-hand- or dualattack. here is a link to a german forum where i posted the changes i made. these changes are in english but the text above is german. therefore i will translate it here: every skill may only be used once in a combo. example: jagged strike (lead), death blossom (off-hand), jagged strike (dual) is NOT possible. the second jagged strike will result in an additional lead-attack. as a fair compensation all shadowsteps are removed. i think in many opinions these are overpowered and allow certain gimmickbuilds to be effective (example: A/D Spike, E/A Shockwave Spike). Furthermore i have implemented a new melee combat style that i call "close combat hex". this is only optional but i have the feeling it helps the assassin to be played differently from other melee classes and additionally helps the req-hex attacks to be useful again. ATTENTION: the skills may not be fully balanced yet. heres the link to the forumpage: http://gw.buffed.de/forum/showthread.php?t=478346

Lann's Issue -- 17 June, 2008

Issue
One skill blocked, ruins the rest of your chain making you unusable
Suggestions
Lower recharges of all high recharge skills, lowering damage/effect and energy as necessary
Change the system so your attacks do not miss if they go out of sequence. Give all dagger attacks a secondary effect that will occur if the sequence was followed.
  • For example: Unsuspecting Strike: 10 Energy 2 Recharge time. Lead Attack. If this attack hits, you strike for +19...29...31 damage. If this attack follows a dual attack or is the first attack of it's sequence, you deal an additional 15...63...75 damage if your target was above 90% Health.
  • For example: Jungle Strike: 5 Energy 1/2 Activation time 10 Recharge time. Offhand Attack. This attack deals +10...22...25 damage. If this attack follows a lead attack, it does +1...25...31 damage against crippled foes.
  • For example: Horns of the Ox: 5 Energy 12 Recharge time. Dual Attack. If it hits, Horns of the Ox strikes for +1...9...11 damage. If this attack follows an offhand attack, you double strike and that foe is knocked down if not adjacent to any allies.
  • For example: Moebius Strike: 5 Energy 2 Recharge time. Offhand Attack. If it hits, Moebius Strike strikes for +10...30...35 damage. If this attack follows a dual attack, all your other attack skills are recharged if you strike a foe whose Health is below 50%.
  • For example: Exhausting Assault: 5 Energy 1/2 Activation time 8 Recharge time. Dual Attack. Target foe's action is interrupted. If this attack follows a lead attack, you double strike and target foe suffers from Exhaustion if that action was casting a Spell.