User talk:Raine Valen/Mass Balance/Assassin/Skills/Critical Strikes

From Guild Wars Wiki
Jump to navigationJump to search

General Discussion.[edit]

Assault Enchantments[edit]

Ryuu's Proposal[edit]

No need for skill disable when it's critical strikes I think. --Boro 10px‎ 07:13, 24 July 2009 (UTC)

Acknowledged, was trying to keep it sort of like collapse tbh. (this wouldn't be imba on a scythe sin, would it?) ~RyuuUser Ryuu Desu Sig.png[ Talk | Meow :3 ] 07:15, 24 July 2009 (UTC)
I don't think sins should have a 0.25¼ cast Rend with no drawback, or a shadow-step hex that recharges that fast. Also, removing enchantments after a spike is kind of meh - they're either dead or not at that point.
Lastly, you didn't have the skill worded the way you described it; I reworded it for you (let me know if I changed any functionality unintentionally). User Raine R.gif Raine - talk 18:40, 24 July 2009 (UTC)
Removed the hex concept completely, increased the recharge to 20, increased the energy cost to 10. ~RyuuUser Ryuu Desu Sig.png[ Talk | Meow :3 ] 19:48, 25 July 2009 (UTC)

Palm Strike[edit]

Boro's Proposal[edit]

discussBoro 10px‎ 17:54, 9 March 2009 (UTC)

Still overpowered. Dark Morphon(contribs) 16:56, 11 March 2009 (UTC)
Why is it still overpowered? From personal experience I have learned (i.e. trying the PS build in HA) that most monks (and their midliners) have little trouble stopping the spike, even if there's 2 of them with a knock-lock. A small nerf should be enough to balance it fully (you wouldn't want the monks to become bored, now do you?) 145.94.74.23 08:22, 12 March 2009 (UTC)
The other skills have a recharge of 8 as well, meaning that to the spike itself it changes nothing. Yes it can't be spammed during the spike anymore like this but still it remains a skill that deals tons of damage, starts a chain, recharges very quickly and also inflicts Cripple. The reason this is overpowered in the first place is that you can spam knocklock spikes, which never should have happened. Dark Morphon(contribs) 11:43, 12 March 2009 (UTC)
I just remove the ability to use palm+(Dblossom/blades/ninetail) between two spikes. I think that's enough with the current flail nerf. Boro 10px‎ 13:53, 12 March 2009 (UTC)
No it's not. It still remains way too powerful. A recharge of say 12 or 15 would be more in place. People seem to miss that this skill has an exceeding amount of power. 60 dmg, cripple and a combo starter is actually too much for one skill. Dark Morphon(contribs) 11:37, 13 March 2009 (UTC)
Well... Then comes the hard way. Now assassins need to use their lead attacks again. Boro 10px‎ 17:15, 13 March 2009 (UTC)
I agree with Morphon : 50~60 armor ignoring damage + cripple is way too much. Making the reload longer would be a good start, but I think that's still not enough. But hey, don't think making the reload longer will kill palm strike : Horns of the Ox is still your friend. Planeshift 21:00, 6 June 2009 (UTC)

71.174.22.127's Proposal[edit]

I like this one, and I think that a Palm Strike is more likely to cause weakness than to cripple. So, yay. Planeshift 21:00, 6 June 2009 (UTC)

Because all assassins want weakness to shutdown the other team's melee, because assassins are for disabling, right? Btw, 4 sec recharge on 60 damage, blunt or not, is still... Well, it'd turn unto a palm strike "flare spam", tbh. ~RyuuUser Ryuu Desu Sig.png[ Talk | Meow :3 ] 07:32, 24 July 2009 (UTC)
Anyone who's combos consist of just spamming Palm Strike on recharge is bad and should uninstall.

Seeping Wound[edit]

Raine's Proposal[edit]

Hm, a very interesting buff. I don't know if it's great or just terrible. I would need a lot of testing to decide... Planeshift 21:05, 6 June 2009 (UTC)

It does seem odd. This is one of the first ones I did, and it could stand to be cleaned up. User Raine R.gif Raine - talk 18:40, 24 July 2009 (UTC)