ArenaNet:Skill feedback/Assassin/Shadow Prison

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Shadow Prison Shadow Prison


Armond's Issue 21:33, 19 February 2008 (UTC)

  • Issue: Ridiculous slowdown from this one skill. Uninterruptable, unpredictable, effective for its purpose even at a low spec.
  • Suggestion: Reduce snare to 50%, increase casting time to 0.75¾, decrease duration to 1...4...5.


This skill is linked to Dark Prison in effect, what would be your suggestions for Dark Prisons numbers under these changes? ~Izzy

I'm honestly tempted to say leave it as it is. The advantage Shadow Prison has over Dark Prison is the recharge and the snare percentage; in order to do your spike you don't really need more than four seconds. Perhaps change Dark Prison's duration to 1...5...6.
I honestly think Shadow Prison should be balanced around Dark Prison, though, not the other way around. -- Armond WarbladeUser Armond sig image.png 20:39, 19 February 2008 (UTC)
It's duration is pretty sad and such after all these nerfs. Ridiculous slowdown? It's an elite skill! Water eles can easily do this with nonelites if not more. Not to mention 10 energy isn't what I'd call cheap for a sin either. This skills never really hurt anyone, it's more of the chain that follows. I stopped using this as it is. Please just leave it be. 20:46, 29 February 2008 (UTC)
The above post speaks the truth, every single sentence. Thank you for having clear insight on this, unlike most of these pantyhoses. 02:25, 1 March 2008 (UTC)Shinde

ZamaneeJinn's issue, 20:32, 23 March 2008 (UTC)

  • Issue: Incredibly powerful, even if the duration is nerfed to 2 seconds at 3 spec. It's a hex snare, and a shadow step, and thusly incredibly imba for assassin chains.
  • Solution: Add a negative effect that makes the spike easier to catch, such as "you lose all stances and cannot enter a stance for 4...2...1 seconds" (no Tiger Stance), or maybe something weakening the spike itself, such as "you suffer from Weakness for 6...2...1 seconds". Of course, the same nerf should be made to dark prison, or the non-elite version will become better than the elite.


Klotek's issue, 11:53, 25 March 2008 (UTC)

  • Issue: For me this skill is underpowered...
  • Solution: 5ene, 1/4 cast, 20 sec recharge - Spell. You Shadow Step to target foe. Target foe is Crippled for 5...9...10 seconds. or 10ene with 5...13...15 Cripple.


Lilondra's issue, 11:53, 25 March 2008 (UTC)

  • Issue: This skill is OP and on the edge of being death if it keeps getting nerfed.
  • Solution: 5ene, 1/4 cast, 20 sec recharge - Spell:For 2..5...7 Seconds target foe is cripled for 1..3..5 Seconds each second.If you are above 50 % health you shadowstep to target foe.
You might need to increase the cast time or energy cost.


Nerf it in a different way

This skill keeps getting nerfed and for some reason is still overpowered.
Remove the snaring effect. Change to "Elite Hex Spell. Shadow Step to target foe. For 3...6...7 seconds, your dagger attacks have a +33% chance to critical against that foe". It's no longer a snare. Furthermore, reduce energy to 5 and reduce recharge to 20 seconds.

Because instagib spikes really need more damage + faster recharge right? -- Armond WarbladeUser Armond sig image.png 16:54, 6 June 2008 (UTC)

It's not instagib. Learn to use blocking stances. Learn to kite. EDIT:Fixed it to critical with dagger attacks only, don't want A/D's running this with a scythe.
Pray do tell, how do you kite when any smart assassin includes a snare? -- NUKLEAR User NuclearVII signature 3.jpgIIV 20:38, 18 June 2008 (UTC)
Learn to block! There's too many skills and spells for blocking (and works vs any/all melee). Block, BLOCK, BLOOOOOOCK!!!!!!!! Understand? *block* B_____ Bleh---ock! Le Bloque! --Ulterion 17:56, 11 December 2008 (UTC)
Learn to understand that sins interrupt spells with iron palm and rip stances with wild strike, and then go on with a dual attack that gives you deep wound and the like.Boro 10px‎ 10:53, 27 December 2008 (UTC)

Another Idea

Boring little OP snare.
Function change to : Elite Spell, Shadow Step to target foe and hex target for 5...15 seconds. the next time this foe is more than 75' away from you, You shadow step to target foe again and cause knock down, then the hex ended.-- 04:22, 16 January 2009 (UTC)

Make this like Wastrel's Collapse --Ulterion 04:23, 12 July 2009 (UTC)

Costs too much energy and has unnecessarily high recharge to compete with Wastrels Collapse.
Reduce energy cost to 5 and recharge to 20. This makes it WC-like, except that it's also fuel "Black Mantis Thrust" better. (Disables all non-assassin attack skills to prevent secondary abusage).

Reaper J's issue, 16:15, 30 July 2009 (UTC)

Fallen out of favor due to shadow step nerfs and the like. Skills aren't meant to be unused, so let's fix that.
Agreeing with the above, Wastrel's Collapse is a good skill because it rewards skilled play. Make Shadow Prison like it, but trigger the snare on moving foes. Remove the aftercast as well. And make a similar change to Dark Prison too.