ArenaNet talk:Skill feedback/Assassin/Assassin's Remedy

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Nerfing the FP Sins. 209.189.130.127 21:38, 18 March 2008 (UTC)

It sounds like someone got awfully beaten by one and now they're crying for nerf. They're not that deadly, seriously. I'd say a hammer warrior with KD spamming is way more of a threat. 201.174.202.194 01:34, 20 March 2008 (UTC)
Play the game more, and perhaps you would fail less. 68.35.91.2 02:00, 20 March 2008 (UTC)
From the sound of it, it is not me who is failing. 201.174.198.152 23:01, 20 March 2008 (UTC)

If you're trying to nerf the FP 'sins, you just failed balls. Wearying Strike is an attack skill, and so AR will proc immediately, cleaning off the Weakness as soon as it's applied. Also, QQ @ 209.198 and 68.35. --71.229.204.25 02:05, 20 March 2008 (UTC)


I've never seen so many unregistered IPs in a row. I think my brain is rotting.
Regardless, the suggestion needs to be put in place. This skill should be renamed "Avatar of Melandru" until it is fixed. ~Shard (talk / Nerf List) 23:41, 20 March 2008 (UTC)

You unknown ip Why do you hate assassins so much just make them more versatile. --The preceding unsigned comment was added by User:Lilondra (talk).

This skill is awesome when it comes to entering zones with heavy blinding, like Shards of Orr, Arbor Bay, etc. 200.94.163.166 07:42, 21 March 2008 (UTC)

Fuck you guys. I can't blind them. It's gay. Nerf it. It's just another bullshit skill that makes Eles unviable in TA. --TimeToGetIntense 03:18, 28 March 2008 (UTC)

Completly overpowered. Immuned to blind, immuned to weakness, immuned to cripple (with shadow step anyway...), not elite, recharge OK...a staple skill on fast recharging skill chains 88.169.112.155 17:03, 28 March 2008 (UTC) (I know, another unregistered IP)

I don't think it's overpowered. I just hate skills that make Eles unviable in TA. The TA meta does not allow Eles at all, in any form. This is one of the reasons why. --TimeToGetIntense 23:23, 28 March 2008 (UTC)

This was done as an alternative nerf to FP sins. Now that no one runs those, I doubt anyone cares. 72.199.26.35 23:26, 28 March 2008 (UTC)

Is it just me or does no one even think of bringing solid enchantment removal? Yes, this build counters blind eles, but blind eles wreck up many war or physical dmg builds. Shatter Storm is among the strongest and fastest enchantment removal around. It has only very specific counters, it'll piss off any enchantment spamming, but it is elite obviously. Counter "clever" builds with more clever builds? --8765 23:34, 28 March 2008 (UTC)
There are more reasons why Eles suck in TA. I don't know if you can pack enough removal into a good TA build to keep Assassin's Promise down and also have an Ele. What I do know is this is yet another reason not to run an Ele when there were many reasons already. --TimeToGetIntense 03:59, 29 March 2008 (UTC)

I like Shard's suggestion. Good for general purpose condi removal, but not the ultimate anti blind skill it is now. Akirai Annuvil 14:33, 30 March 2008 (UTC)

Agreed. Anything that doesn't make blind useless. Crit scythes hit very hard, remove enchants, and don't really need IAS because of fast activating attacks. If on top of that you can't blind them, there's something wrong.
theres still hexes. and it can be removed since it is an enchantment. plus, for assassin condition removal, its either this or signet of malice, and I don't think the latter is very good...but overall, my philosophy is "It could be worse" so...w/e --Reaper JUser Reaper J sig 1.jpgComplaint Department 03:33, 12 April 2008 (UTC)
Problem is scythe damage (esp the criticals). NOT Assassin's Remedy. (In example if you think what unblindable daggerattacks do, that's not such a big deal anymore except maybe with SA sins.) 91.154.15.37 10:58, 13 April 2008 (UTC)
This should remain viable as a blind counter. Since scythes and wearying strike seem to be the issue, perhaps change the weakness on wearying to apply after it hits, since this removes when the skill is activated? --Kalas Silvern 08:46, 14 April 2008 (UTC)
It already does. But mystic sweep removes it before it hits, and as damage is calculated on skill completion, the weakness is removed, no -1 to attributes, no -66% damage, no blind. Energy is not really a problem (+5energy cost? ho that's like, one hit yeah) 213.121.242.200 13:53, 11 May 2008 (UTC)

Nerf is not really needed, this skill drains energy and is an assassins only real defence against blind. with out this skill a blind assassin = dead. assassin's cant live through 5 or 6 seconds of blind like a warrior can, and since dazed is so damn hard to apply I dont think casters have any reason to complain about a skill that makes the melee version of dazed a little easyer to remove. Kraken 02:43, 22 April 2008 (UTC)

Really? The problem is with scythe damage, not this skill? I was unaware of that. I always thought they brought this skill to negate the only counter to them, but apparently this skill increases scythe damage instead. How silly of me.
In case you're blonde (or just want to defend the only build you can win with), that was sarcasm. This skill is broken and needs the fix. ~Shard (talk) 12:42, 26 April 2008 (UTC)
Instead of insults, I'll actually explain why people think this is ok. First- no one disagrees that critscythe needs a nerf. Scythe + Crit = problem. Not Assassins remedy. One reason for nerf gone. Second, assassins have next to no condition removal, and blind hurts far worse than on other characters. Dervs lose energy while using attack skills, wars lose either adrenaline or energy. Assassins make themselves useless for x seconds, and lose energy. I'll just go and say that like the problem with sin splits in GvG, this stems from weak ench removal- if ench removal was stronger, it'd hurt this and blockwebs. So, to recap- scythe + crit = problem (oh no, you can't blind them now. Block). Only problematic when paired with reasonably strong anti-block. Yes, I know that it's usually paired with a SA sin. Second, ench removal is weak. Stronger ench removal would solve numerous problems with balancing sins in general, since it would make these enchants weaker in general. --Kalas Silvern 03:48, 15 May 2008 (UTC)
What's a second profession? Your whole argument goes down the drain because of the characters "/Mo."
What does this skill do: Makes assassins immune to blind and weakness, and to some extent, cripple. Why does a melee class have an inherent immunity to most anti-melee mechanics? Aside from AoM (Which is elite, costs 25, and has huge downtime), no other physical profession can ignore its own weaknesses with one skill.
L2Debate. Saying "Not broken" here is like saying "Not guilty" in a courtroom. Where's your evidence? ~Shard (talk) 03:57, 23 May 2008 (UTC)
L2read. I distinctly said that in the case of scythes, block still works. cover the blind with other conditions, what a novel idea. I also pointed out that the problem doesn't even inherently lie in the sin itself. I argued that the weakness of anti-enchants is what makes this skill powerful. It's the same problem with AoD in GvG- people either can't remove it or can't bring someone to remove it, so it ends up being powerful. And on the topic of other physical professions- may I point out that none of them have the rigidity that the combo system forces on sins? May I point out that both outpressure sins, manage energy better in some cases, and are generally preferred in almost every format? I wonder why that is... it couldn't be that conditions are useless anyway due to things like RC, could it? Paired with an SA sin? The SA build uses one enchant, and guess what- it becomes blockable as soon as that enchant is gone. Once again, the weakness of anti-enchants is the reason it's powerful. Also- this provides immunity, in and of itself, to ONE anti-melee mechanic. Not most. One. Anti-melee hexes still work, interrupts still work (Hello magebane ranger, hammer war, etc), and block still works against this in all cases except SA. So, to recap, since you seem to prefer skimming single sentences: Critscythe = bad, anti-melee = working on critscythe, except blind, ench removal = weak, TA = too limiting, removal buff = no longer powerful while still being useful, condition removal = powerful anyway. Comprehend the argument next time, don't just spout cliched filler text at me. --Kalas Silvern 10:03, 24 May 2008 (UTC)
Imma reset the indent, okies? Kalas is absolutely right, Anti-melee hex's is the best way to deal with sins that are "unblockable" or unblindable. Assassin's Remedy is a great counter to BSurge, which is needed since Bsurge is so powerful. I wouls like to point out though that only 1 of the SA's combo skills needs the enchant to be unblockable, the lead. So as long as you land that, the rest of the chain is perma unblockable. --Angelic Loki 10:20, 24 May 2008 (UTC)
I've revised my opinion slightly- cost was a problem, it was too easy to maintain. 10 cost is enough to keep it in check- have fun with a 30 energy combo, with another 20 every 4 seconds :). Still good, but no longer too easy to use. And should stalling in general be nerfed, this can be nerfed farther- the real reason this is powerful is that the game has become based around stalling your opponent until they die, not actually actively killing them. GvG balancing towards a stalling game has inadvertently made skills like this powerful in small arenas, since the stall skills are all that have any power left. That's also my reason for NOT nerfing shattering assault- it relieves the stall game and makes skilled, fast paced, reactionary play (not to mention active defense beyond press 1 every few seconds) more important. --Kalas Silvern 08:37, 5 June 2008 (UTC)