ArenaNet talk:Skill feedback/Assassin/Assassin In General

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The problem i see on Assassins: They re not Assassins at all. Gimped Warriors maybe (same damage, lower armor) but definitely not Assassins. The Assassin needs to be an effective/fast single target murderer. As the issue says Assassins need to be the best spikers of the game, in order this profession to have any value at all. As an assassin you fight right in the heat of the battle, the most dangerous place to be - melee, without having the increased armor of your cousin profession - the Warrior. You put your life in greater danger than any other profession out there, with solely one purpose - to assassinate some enemy target that has to go down fast - maybe even solely from yourself. I disagree with the issue saying about defensive problems. Assassin shouldn't get any advanced defenses, than the ones they currently have, imo. Maybe even them are too much (Shadow Form anyone?). Its the offensive part of the Assassin that lacks a lot. All these +30-+40 attacks on dagger mastery are a joke. I want to play my Assassin on PVE in groups and be effective with my daggers - not Ursan, not Fire Magics, not Bows, no nothing - just daggers, like the Factions gamebox shows her to have. Eth 14:38, 7 August 2008 (UTC)

Just FYI, assassins anre more robust than warriors are. Assassins get shadow steps and shadow arts, which are strong enough as they are, but warriors are forced to use frenzy to do damage. So, yeah, I tl;dr'ed there. -- NUKLEAR User NuclearVII signature 3.jpgIIV 16:03, 7 August 2008 (UTC)
"Are forced to use frenzy to do damage"? Sorry i am not as good warrior as you are - i am using flail. And sorry also i don't use "shadow steps and shadow arts" to do damage on my assassin. I am such a noob :S Eth 09:07, 20 August 2008 (UTC)
All facetiousness aside, if you're using Flail over Frenzy on anything besides a hammer, yeah, you really are a noob. :/
Also, fast & effective single-target murderers are inherently imbalanced in team games built around positioning and strategy. It doesn't matter if they have 1AL and explode if you look at them for too long, they will be broken. -- 09:16, 20 August 2008 (UTC)

they wont be broken if u give their chains +100dmg and 30-45 sec recharges Annoying And Deadly

That is a completely, totally, IDIOTIC suggestion. Where do you get these? We want BALANCE. Not stupid instagib powers. We want to be an all around class so we can actually be useful, but here you are going "lols I wantz moar damges" Seriously, learn something about balance, then come back. Now, on a serious note- hybridization of sins between melee attacks (with DAGGERS) and spells (Signet of Toxic Shock is a good example) would be interesting. Tone down the lengthy combos entirely, maybe include skills like shadow fang that would be interesting to use (Time on target for fang is, imo, too long), and make some skill and timing useful to sins. Say, do a melee combo, it steps you out (time limit), now you're at range and can support hex or use spells, potentially finishing your spike or maybe switching targets and throwing hexes or damage of a spell variety at it to put pressure on. (That was way longer than I expected... stream of consciousness typing ftw!) --Kalas Silvern 01:09, 28 August 2008 (UTC)
That takes away Assassins from daggers again. The hybrid should not have happened, AT ALL. Do you see a derv using ranged skills and scythe attacks to spike effectively? NO. Do you see Warriors using ranged skills and attack skills to spike? No. To take a good chain you must have 5 attack skills, if you compare it to the warrior which has 4 if you include bulls strike, and derv which is usually just 3 skills. The major problem is that you cannot use Assassins effectively in a 8v8. That is what needs to be changed before anything. prokiller88 16:08, 31 August 2008 (UTC)
While true, I think part of what makes assassins unique- and interesting- is that we CAN incorporate non-melee attacks. Personally, I've found Signet of Deadly Corruption and its friends interesting with step abilities, and even as finishers. By shortening the combo and using the spells/signets, you have ways to circumvent the L-O-D issues and spike assist, solo spike, or apply very bad pressure. Though the 8v8 thing is a major issue. I'd rather not be a warrior or dervish clone, while still being efficient and effective. --Kalas Silvern 00:19, 9 September 2008 (UTC)