Feedback talk:User/Damysticreaper/Dagger Mastery

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Dagger Mastery[edit]


Around a month late on a reply to these suggestions, and new to the wiki community, thought I'd give you some feedback since I figure we all want to know that someone's reading our ideas. While I really like the idea of generating synergistic chains based off of skill nomenclature (i.e. "Golden attack chain" or "Black attack chain") and while I applaud your additional utility for Golden Skull Strike, I think that some of this doesn't "fit" right. Aesthetically and organizationally, I like the easy names for the chained skills, but while some functionality has changed, it seems like much of the effort in this regard is more towards making the names sound interesting when used together than actually improving function or addressing an actual weakness in the skills themselves. (I could be wrong of course) Many of these skills are already staples of current builds, and as such, I question the reasoning behind the change. Is it only because of the names? Golden Skull Strike as you have it now, would be the most powerful and repeatable way to inflict Dazed in the game. Any knockdown added into a chain for this skill would result in almost certain caster death (not to mention silencing daggers) heaping on the punishment with low energy, recharge, and bonus damage is incredibly overpowered in my opinion. Golden Skull Strike would be to casters what B-surge is to physicals, if the whole rest of the elementalist's bar were 1/4 second cast armor ignoring 100 damage spells. I'm not against having casters feel the pain of daze more keenly, but this is going too far without either a longer recharge or some downside to the sin i.e. lose all energy and your current stance ends or for x..x seconds you attack 33% slower and your skills cause exhaustion. It would have to be hefty for a near 100% up-time Daze. For similar reasons, Nine Tail Strike is overpowered as you have it. I like the reduced cool-down, it never quite fits in my chains for much the same reason but as it stands, to keep it unblockable the damage would need to be reduced and maybe a condition substituted in if one already exists on target. i.e. Dual Attack. Unblockable. Deals +10...15...25 damage. Must follow an Off-Hand Attack. Inflicts weakness 4..8..10 seconds if target foe already suffers from a condition. I'll end there. Enjoyed reading your ideas though.--Andra 03:52, 25 April 2011 (UTC)

Edited: added my signature, a title, horizontal line and adjusted indents for aesthetics and congruity. Sorry, still new at this.--Andra 03:52, 25 April 2011 (UTC)
I'll tune down the power of golden skull a bit for pvp since it doesn't really matter for PvE, same for nine tails strike. But what i had in mind mainly is to increase the options for dagger attacks for the assassin to take other than metas like blossom spam and knock-locks by changing the lesser popular skills like the golden and blask dagger attacks so they can be effectively used in a chain and make them playable again. I also wanted to give the sin a larger ammount of effective lead attacks other than jagged strike and black mantis and an elite lead attack wich became temple strike. Summing it up it's mostly a suggestion that gives the assassins a larger option of attack skills and build diversity to take with them. And tnx for the feedback (please do sign next time with 4x ~). Damysticreaper 21:13, 24 April 2011 (UTC)
PvE Suggestions

5 Energy½ Activation time4 Recharge time Off-hand attack. Deals +10...34...40 damage. You lose a condition if target foe has a condition. Removal Effect: all foes adjacent to you take 10...34...40 damage. Must follow a lead attack.

5 Energy½ Activation time4 Recharge time Off-hand attack. Deals +10...34...40 damage. Struck foe lose 1 condition. Removal Effect: all adjacent foes take 10...34...40 damage. Must follow a lead attack.

Like Reap Impurities, the damage is applied only to adjacent foes (not to the target).

~

5 Energy½ Activation time4 Recharge time Lead attack. Deals +10...26...30 damage. Deals an aditional +10 damage for each condition target foe is suffering. Maximum of 1...3...3 conditions.

5 Energy½ Activation time4 Recharge time Lead attack. Deals +10...26...30 damage. Double damage if you have less than 50...74...80% Health.

Could do the same for Desperation Blow.

~

5 Energy4 Recharge time Dual attack. Unblockable. Deals +10...34...40 damage and strikes all adjacent foes. Must follow an off-hand attack.

Similar to Eremite's Attack and Hundred Blades... since its not just a "Fox" skill nomenclature, but legendary nine tails! Death Blossom deals damage to foes adjacent to target.

~

5 Energy½ Activation time4 Recharge time Dual attack. Deals +15...43...50 damage. Deals +5...14...16 damage to all adhacent foes for each recharging dagger attack. Must follow an off-hand attack.

--Falconeye 18:19, 14 August 2011 (UTC)
I was wondering what kind of feedback what you would have left, didn't expect multiple suggestions. Well it seems like you based Desperate Strike A on my version of Desperation Blow in my Tactics suggestion. Having such a high damage output on a fast activating lead attack on a fairy easy met condition without a drawback (keep in mind that i retained the KD drawback of Desperation Blow) is even to my standards not very balanced. Version B is something that can work since it's just a split of the damage to uncondition and conditional. As for Jungle Strike i never was that much of a fan of mimicing skill functions unless there isn't a better option. In cane of Jungle Strike there is, i would just go for while target foe is suffering from a condition for the AoE damage. Then again before the change Jungle Strike was an off-hand designed to deal a large ammount of damage to the target. It's current function is still intended to do so but a bug prevents it from doing so. Nine Tail Strike and Blades of Steel, well in case of the dagger attack chains i don't like the same effects on multiple skills as it creates unneeded rivalry amongst the already few of them. Each Dual attack should have an unique effects and purpose, same goes for the lead and off-hand attack to create diverse chains.
Heck why am i even giving feedback of someone else's suggestion on the feedback page of my own suggestion? Da Mystic Reaper 21:25, 14 August 2011 (UTC)

Lotus Strike[edit]

I don't mind it costing 10 Energy and giving you 20 back. If the recharge was 6, it would be nice. →[ »Halogod User Halogod35 Sig.png (talk ]← 21:51, 24 April 2011 (UTC)

So you basicly want it to return more energy is what you are saying? Damysticreaper 23:02, 24 April 2011 (UTC)
Pretty much. Because wild strike/fox fangs COMPLETELY overshadow this skill. →[ »Halogod User Halogod35 Sig.png (talk ]← 00:36, 25 April 2011 (UTC)
You do realise i have turned it into a lead attack, after turning golden lotus strike into an off-hand attack right? Damysticreaper 10:14, 25 April 2011 (UTC)

Temple Strike[edit]

It would doesn't make a sense. "Temple" doesn't mean building here, it is part of the body near eyes. :D Maciej2010 12:55, 29 December 2011 (UTC)

I know what they mean by it and i actualy did keep it into concideration. When hitting it with enough force you can knock out someone easily or at least stagger them quite a bit, the reason why i added a combination of cripple and interrupt. When you hit someone there they won't be moving properly for the moment hence the cripple, the effect of hitting the temple will also make them stagger for a moment hence the interrupt. After hitting it you are usually free to deal gome good blows and can knock down your oppenent very easily (also the reason it has synergy with Jungle Strike and Trampling Ox) since they will defenseless for the period, and for that reason as well i made it a lead attack; start by hitting the temple and follow up with attacks to take out your opponent. The current function also mimics it rather well but just isn't an ideal way of doing so. Da Mystic Reaper 13:38, 29 December 2011 (UTC)