Feedback talk:User/Maciej2010/Assassin skill change suggestions

From Guild Wars Wiki
Jump to navigationJump to search

Say what do you think about changes and mechanic, whose skills are ovp, why, whose are nerfs, etc. Maciej ʞlɐʇ 18:50, 8 April 2012 (UTC)

Lets start
  • Dark Apostasy - well as it is, a very nice skill against Prots in PvP, I wouldn't like to add GW2 Stealth mechanic and I think this wont happen... Maybe an effect like Eidolons have but real invisibility & blur mechanic they wont add to the game I think.
  • Deadly Haste - OP as hell
  • Locust's Fury - a permanent spamable dualattack? OP as hell, use moebius instead or repeating, else its too much pressure.
  • Sharpen Daggers - actual version is much stronger, waste of skillbar space
  • Temple Strike - Not another class that could use adrenaline mechanic. OP imo if unblockable and used with adrenaline... 15 energy is well balanced so you shouldn't waste it, same as your idea is but more conditional
  • Flashing Blades - Is well as it is actually a very strong stance, sins aren't designed to use IAS on nearly every skill for a good reason...
  • Fox's Promise - Well as it is, maybe just use it with "Repeating Strike" on high critical hits, just a question of build.
  • Golden Phoenix Strike - oO wtf?
  • Dagger Skills - I don't see the reason or point in this...
  • Entangling Asp - OP and NO, sins don't need AoE dam, this class is designed to shut down single targets. Also to jump in deal damage and jump out...
  • Mark of Death - Actual skill is more useful, also this suggestion is just a copy of "Augury of Death" thats way stronger 'coz of shadowstep.
  • Shameful Fear - dont see the point in it, also useless when used in GvG, this would buff flagrunners instead of harm them
  • Shroud of Silence - Lol... OP as hell, maintainable daze on a sin also as touching skill...
  • Signet of Shadows - 10 seconds means tons of reg, also is just another anoying stuff for RA Sin Runner/Teleporter. Noone needs that...
  • Deadly Paradox - Well as it is, a change of this skill means for lot of builds no perma SF sin
  • Beguiling Haze - Dont see the point in it... this skill is well as it is and dont need a anoying nerf like this
  • Caltrops - ANet doesn't do any animations for the game anymore... also its behaviour is well as it is
  • Hidden Caltrops - This is a nerf of one of the best snare skills
  • Feigned Neutrality - a defensive Spell thats offensive in the end?
  • Shadow Form - I think for SoO runs, when nobody knows who and where others run and where you need to port... xD also there will no stealth mechanic in GW1 i think...
  • Shadow Refuge - same as above
  • Shadow Shroud - same as above
  • Shadow of Haste - same as above
  • Way of Perfection - saa
  • Aura of Displacement - This skill isn't worth an elite slot... anyways
  • Shadow Meld - Rez on sin for what reason?

Sorry but I have to say: Pls read how classes should work and how they and their skills are designed for. --Kali Shin Shivara 01:57, 10 April 2012 (UTC)

Your thinking kinda shocked me though. These suggestions weren't for real, more for jokes. I'm just bored of current meta. WC is too boring. Same with others. Lol if you show my build that would interest me i would be surprised !!! 89.75.188.122 16:53, 11 April 2012 (UTC)
Deadly Arts need a buff and much more combination ability with other sin skills, same as shadow arts. Imho this is a weakpoint in sin builds, you have to skill tons of DA, just to never be able to have an useful build except you skill at least 12 in DA, also most skills are unflexible, too conditional (same as paragon) and you have to waste a lot of points in it and these are missing in dagger or critical. --Kali Shin Shivara 15:55, 17 April 2012 (UTC)