Feedback:User/IKenshinHimuraI/Assassin Skill Balance Ideas

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Here's a list of things I'd like to see changed for Assassins, aimed to bring them into the metagame for PvP. None of these should be game-breaking, and will allow the Assassin as a primary class be useful on splits.

Legend: All damage/duration numbers are around what should be 12-14 in the attribute if the range is not specified.

The format below is Skill suggestion followed by reasoning.

All teleports will have no Aftercast and fails if Crit Strikes < 4.


5 Energy8 Recharge time. You gain 0...5...6 Energy. Deals +30 damage. Must strike a hexed foe. (No attack other req)

The main change in this is to revert it back from being a lead attack to being an offhand attack that does not require a lead attack to precede it. This was a key skill in many combos and was never overpowered itself. Bar compression will allow for more utility on the Assassin bar.

5 Energy12 Recharge time. For 0...7...9 seconds you attack 33% faster while wielding daggers.

The critical % was removed so that the attack speed can be a constant 33%. This is much more appealing to use than the current way it is, seeing as you can easily go warrior secondary in order to have an IAS.

5 Energy2 Recharge time. Deals +30 damage. Deals +20 more damage if target has over 90% health.

Traded energy cost for less damage. Dealing nearly +100 damage from this attack is a little overpowering.

5 Energy8 Recharge time. Deals +15 damage (Maximum 50) for each recharging Dagger Attack Skill.

Nerfed the damage cap from 60 to 50 in order to bring this skill in line with other dual attacks' damage.

5 Energy8 Recharge time. Deals +30 damage. You gain +8 energy. Must strike Knocked Down Foe.

Reduced recharge to allow it to be on the same timeline with Falling Spider. Reduced energy gain accordingly. This provides for smother assassin combos as the timing will allow it to be used more frequently with other 8R skills. Lowered damage by 5.

5 Energy12 Recharge time. Deals +5...21...25 damage. Inflicts Deep Wound if you are enchanted. Must follow Lead.

This skill shouldn't be useless without an enchantment, the enchantment should just provide a major benefit to using the skill. The added damage will bring it more inline with other offhand attacks. This will provide for more diverse assassin combos.

5 Energy5 Recharge time. Deals +0...3...4 Damage. Gain 8 energy if enchanted.

Again, this skill should have a use without an enchantment, benefiting a lot if you do have an enchantment.

5 Energy8 Recharge time. Deals +10...30...35 damage if under the effects of an enchantment. (Does not fail if not enchanted). (No other req).

This skill shouldn't "miss" if you are not under the effects of an enchantment, just simply not deal any additional damage.

5 Energy½ Activation time12 Recharge time. Deals +35 damage. Causes dazed for 5 seconds if you are under the effects of an enchantment. Must follow Lead.

As an elite attack, it should be better than the non-elite offhand attacks. It is still good without an enchantment, but it benefits greatly if you do have an enchantment.

5 Energy8 Recharge time. Deals +11 damage. Causes knockdown if target is not adjacent to any of its allies.

Reduced the recharge a little. The current Horns is somewhat of a joke only used to continue the rest of a combo. The 8R will make it have better timing synergy with other skills.

5 Energy½ Activation time8 Recharge time. Same description, yet fix the damage bug in this skill or revert to old description. Must follow Lead.

Currently will deal the base damage if not crippled, or only the bonus damage if crippled, but not both. It used to deal both, before it was AoE. It should be fixed. 8R puts it on the same timeline as the other attack skills.

5 Energy12 Recharge time. Deals +10...34...40 damage. Removes an enchantment. Unblockable if target is enchanted. Must follow Offhand.

Blockable only by Stances. If there is only one enchantment on the target, and the target has a stance active, perhaps only one will hit. Reduced the energy to 5 to make it an elite replacement for Blades of Steel or Death Blossom.

5 Energy12 Recharge time. Deals +10...30...35 Damage. Causes knock-down if target is moving or attacking. (No attack req).

Currently we have two elite offhand attacks that cause Dazed. Having a skill similar to an elite "Golden Phoenix Strike" without the enchantment requirement which causes knockdown will be an interesting change. Will definitely provide for more diverse assassin combos and an alternative to using an elite shadow step.

10 Energy¼ Activation time20 Recharge time. Shadow Step to target foe. Foe moves 33% slower for 0...3...4 seconds. No Aftercast. Fails if Crit Strikes < 4.

Lowered the recharge to bring it inline with other teleports.

10 Energy1 Activation time20 Recharge time. Same description.

Lowered recharge by 5 seconds to bring it on the same timeline as teleports.

5 Energy¾ Activation time20 Recharge time. Same description.

Increased the recharge and slightly lowered the cast time. It will feel a lot smother, yet still interruptable if used predictably.

10 Energy¼ Activation time30 Recharge time. Same description. No Aftercast. Fails if Crit Strikes < 4.

Reduced recharge to 30 seconds to make it able to be used more frequently.

5 Energy¼ Activation time20 Recharge time. Shadow step to target foe. Foe moves 66% slower for 0...3...4 seconds. No Aftercast. Fails if Crit Strikes < 4.

Reduced Energy to make it better than Dark Prison. Recharge set back to 20 as it can no longer be used by warriors to spike with.

10 Energy¼ Activation time20 Recharge time. Same description. No Aftercast. Fails if Crit Strikes < 4.

Slightly lowered the energy cost. This will be easier to combo with, without needing as many energy management attacks on ones bar.

5 Energy¼ Activation time30 Recharge time. Shadow Step to target foe. For 5 seconds you have +1...8...10 Health Regeneration if this foe has more health than you. No Aftercast. Fails if Crit Strikes < 4.

Having the health effect come in the form of an enchantment will create synergy with the "Golden" attack skills. Will encourage more aggressive splitting, when your health is lower than your opponent.

5 Energy1 Activation time25 Recharge time. For 5...13...15 seconds, you are immune to reduced movement speed. Disables all non-assassin skills for 10 seconds.

This will be a split elite that makes it much easier to escape a base against a Water Ele or Cripshot ranger. Will disable non-assassin skills to prevent abuse by Dervishes or flag runners of a different profession. You can still be killed while under this enchantment or have it removed now.

5 Energy1 Activation time8 Recharge time. For 4 seconds you have +5...9...10 Health Regeneration. Removes one condition when this skill ends. Ends early if you use a skill.

Shadow Refuge can now be used as a "pre-prot" against conditions, useful for engaging splits or escaping bases. Rewards good timing.

-1 Upkeep5 Energy¼ Activation time20 Recharge time. Same description. No Aftercast. Fails if Crit Strikes < 4.

Reduced initial energy cost. This will be much easier to use and incorporate into smooth combos.
  • Wastrel's Collapse Wastrel's Collapse: Does not disable non-dagger attack skills. No Aftercast. Fails if Crit Strikes < 4.
If adding the Crit Strikes clause, you can remove the non-dagger attack clause. Provides for the possibility of using skills like Bulls Strike with this skill for an alternate knockdown if Wastrel's Collapse fails.

Most of these changes will increase the viability of new combos, allow for unused elites to see some game play or increase the mobility of the Assassin. The goal of this is not to create a combo that can instant-kill as easily as it once was able to.