Feedback:User/Erasculio/Improve Shadow Step

From Guild Wars Wiki
Jump to navigationJump to search

(This suggestion is entirely about PvE.)


In PvE, shadow stepping is useless. An assassin who shadow steps in the middle of an enemy group before his party has engaged would just draw aggro from the entire group and die within seconds; this translates to offensive shadow stepping being viable only after the party has engaged, when an assassin would already be close to the enemies. Given how the foes don't change target after a shadow step, and considering that an assassin needs party support when attacking, defensive shadow stepping is also mostly useless: teleporting to an ally would move the character only a small distance, and the enemies would follow anyway. Between those traits and the very long recharge of the shadow stepping skills, the best "shadow step" available to assassins in PvE is Dash: it works both offensively and defensively (given how you can run in any direction), it has a very short recharge and the downside (you don't actually shadow step, rather just run very fast) is irrelevant.


My suggestion would be to, in PvE only, reduce the recharge of all shadow stepping skills to 2 seconds. Of course, secondary effects (healing, snaring foes, etc) would have to be lessened in order to keep the skills balanced. This would allow assassins to constantly jump between targets, moving through an entire fight without actually walking; in practice it wouldn't change the problem of using shadow stepping only after the rest of the party has engaged the enemies, but it would make in-battle teleportation more useful. It would also be rather fitting to the "hit and run" theme of assassins.


(One concern is how this would affect running, such as the run to Droknar's Forge. Most Prophecies areas, which are the most common places for running, have long stretches without enemies, so it wouldn't be possible to just keep shadow stepping from enemy to enemy through the entire explorable area.)