ArenaNet talk:Skill feedback/Assassin/Fox Fangs

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Then it would be an unblockable deepwound, cuz it has "fox" in it too. I'd be ok with that. 22:24, 3 March 2008 (UTC)Shinde

assassin with no + damage means about ~20-30 autoattack damage and no 1/2 activation means it isn't instagib combo-inducing. Keep in mind you still need Golden Fang strike, Iron Palm, or Dancing daggers to get an unblockable lead.--Life Infusion «T» 03:02, 4 March 2008 (UTC)
You mean golden "fox" strike, and this would introduce a nice alternative unblockable combo. 23:46, 4 March 2008 (UTC)Shinde
Unblockable Deep Wounds should never be even considered. Dutchsmurf 13:05, 4 March 2008 (UTC)
It requires a lead. Bleeding is only directly applied through Jagged strike so it means you either take Sharpen Daggers + Golden Fox or Jagged. --Life Infusion «T» 01:12, 5 March 2008 (UTC)
if another conditional is needed, you can go the golden fang strike route (if you are enchanted), crushing blow route (if target is knocked down),body blow/chest thumper route (cracked armor). Other options from existing skills include greater HP than you (slayer's spear), target <50% HP (merciless spear), a critical hit (vicious attack) which is way too easy to satisfy on an assassin, and if the target is not moving (cruel spear). A crappy condition as a prereq is enough of a limitation I think. Keep in mind Impale does a deep wound and extra damage if used after a unblockable chain. --Life Infusion «T» 01:24, 5 March 2008 (UTC)

Those are too many clumsy hoop-jumping mechanics imo. 01:34, 5 March 2008 (UTC)Shinde

well, unblockable deepwound :P --Life Infusion «T» 02:58, 5 March 2008 (UTC)
I say lower recharge to 6 seconds and have it apply a conditional deep wound. Such as if it does critical hit. 01:43, 20 March 2008 (UTC)
Could always just rename it "Fox Strike". Prokiller88 00:58, 6 April 2008 (UTC)
i like user 201.174 idea with the critical hit, that way it's not a spammable DW and still increases it's effectivness Metal Sazz 15:07 april 23 2008 (UTC)
Critical hit is a bit too easy, but the general idea of a hoop you have to jump through is nice. I'd actually like to see a pressure combo in the form of Golden Fox-this-Nine Tailed Strike with either a 4 or 6 second recharge on the entire thing, but I doubt that'll happen. --Kalas Silvern 04:16, 13 May 2008 (UTC)
This skill has to compete with Golden Fang Strike and Wild Strike and should be treated in those terms. Deep wound is 100 sustained damage and 20% healing reduction. Wild Strike does a maximum +37 damage and stance removal. Either make this skill unblock able pure damage skill (+ 50) with a equal recharge of 4 or the ability to create a damage + condition or powerful conditional condition. Personally I think max +37 damage and weakness is good or inflicting damage with disease while immune with Assassin's Remedy could be interesting. --Don Knowall 14:58, 29 May 2008 (UTC)
I like both ideas- damage is overkill for unblockable though- you aren't taking into account dagger base damage, meager as it may be. Unconditional, unblockable +50 = cheap. Unconditional, unblockable +40 is not (wild strike needs a small damage nerf). Weakness is interesting, but I'd rather have a pure damage pressure combo. Lower recharge on Nine Tail Strike, and make both this and it 1 sec activation, and you have an interesting defense (and stall) stopping pressure combo. --Kalas Silvern 08:41, 5 June 2008 (UTC)
You would have to reduce the recharge rate of Fox Fangs and Nine Tail Strike to 4 and then change a lot of off-hand and dual attacks in a damage chain to 4 - 6 seconds to compete with the Wild Strike Death Blossom combination. I like this to revive skill diversity, higher energy cost to take down a tough single target or low cost chains to harm many but not as lethal (If only Twisting Fangs and Temple Strike were AoE Dual Attacks... its an obviously overpowered suggestion but it would have been fun to use). --Don Knowall 18:09, 8 June 2008 (UTC)
Death Blossom is kinda bad in PvP- anyone bunching deserves to get AoE'd (not in HA, maps are stupid). Wild Strike is an almost balanced offhand attack. I say almost because as of now, it's a bit too strong damagewise compared to alternatives, not to mention having almost no drawback. And that was close to what I was intending- give most leads/offhands 4-5 second recharges, then change duals around a bit too. Add in some special conditions that have to be fulfilled to change how they work of course- for instance, with nine-tailed strike, make it receive a mild power bonus (an extra +5-10 damage or so, scaling) if it follows a fox attack. That way, it remains usable with other chains, but you gain a bonus for using it with another attack that may be weaker than another. It'll take some serious thinking and tweaking, but that is the general gist of my ideas. --Kalas Silvern 11:39, 12 June 2008 (UTC)

A name discrepancy is not something to balance around

It may confuse n00bs but it is a bad idea to balance around a skill name. --The preceding unsigned comment was added by User: (talk).

The name needs changed or add dw~>Sins WDBAssassin-tango-icon-20.png 03:57, 29 October 2008 (UTC)