Blanket statement for this thread -- ALL SHADOWSTEP ABILITIES SHOULD DISABLE NON-ASSASSIN ATTACK SKILLS FOR 2 SECONDS AND EMPTY THE ADRENALINE POOL.

Assassin's Remedy - Change to a skill with automatic activation and have it activate when ANY Assassin skill is used, not just an attack skill.
Why? - Because now it’s actually useful, while at the same time not making Mending Touch inferior.
Critical Defenses - Change casting time to 1/4 of a second.
Why? - It’s too much of a time waster to have to cast it.
Critical Eye - Dramatically increase the duration (something like 5 seconds base plus and extra 10 seconds per rank in critical strikes).
Why? - Because it's currently a waste of a skillslot. The +1 energy bonus per critical is lessened when you consider that 5 energy needs to be spent every 30 seconds to reapply the skill.
Dark Apostasy - Change activation time to 1/4 of a second.
Why? - Because standing there casting a spell for 2 seconds as an Assassin is way too obvious .
Deadly Haste - Change to a skill with automatic activation.
Why? - Because you could make some great builds with this skill but at the moment it's too risky to really be worth it.
Falling Spider - Set activation time as 1 second.
Why? - Needs just a little push to keep it competitive.
Fox's Promise - Change to a skill with automatic activation, decrease the energy cost to 5, and change the duration to 3 + (Attribute Rank * 2).
Why? - Because otherwise Expose Defenses really negates the purpose of spending your ELITE slot on this skill.
Locust's Fury - Decrease to 5 energy and change to a skill with automatic activation. All other current updates are perfect.
Why? - Because this is similar to a Instant-Attack-Speed ability (though not nearly as good because it doesn't help your attack chains) and I don't recall frenzy/flurry/tiger's stance being easily removable. It's also a waste of time to be casting this when you need to be attacking and 10 energy is too unwieldy for the effect that it gives.
Malicious Strike - Change to an Offhand Attack that does not require a Lead Attack for it to activate and increase recharge time to 12 seconds.
Why? - Because the effect is currently almost worthless. As an offhand attack with no requirement, however, it could be interesting.
Palm Strike - Decrease to 5 energy and an 8 second recharge.
Why? - Because it's an Elite and deserves to be better than other Offhand attacks that are non-Elite.
Sleeping Wound - Decrease to a 1/4 second cast and 5 second recharge. Also change the duration to 30 seconds.
Why? - Because the effect isn't that amazing for an Elite but if spammable the skill could actually become useful for condition pressure builds.
Sharpen Daggers - Keep the 2 second activation but change to a skill, decrease recharge to 10 seconds, dramatically increase the duration (5 seconds base plus an extra 10 seconds per rank), and slightly increase the bleeding duration that is caused (3 + Attribute Rank).
Why? - Because you shouldn't have to waste time constantly re-applying a skill with an effect that's this small and if interrupted you can at least go for it again in a shorter amount of time. The new effective is also really stupid. Put it back to where it caused bleeding with each Critical Hit.
Unsuspecting Strike - Make it unblockable/unevadable.
Why? - Cause it's a leet sneak attack. They don't know it's coming (in RPG terms), so they shouldn't be able to block/evade. A 10 energy Lead Attack better be worth it.
Way of the Assassin - Remove the "while enchanted" conditionality and add a 25% IAS component.
Why? - Because the current effect is hardly worthy of this skill being an ELITE.

Desperate Strike - Decrease the recharge to 4 seconds, change the activation time to half a second, and set the conditionality to "less than 80% health".
Why? - The Mantra is “Lead Attacks need to be worth it, Lead attacks need to be worth it...”
Disrupting Stab - Change to simply a "Melee Attack" instead of a Lead Atack and have it disable all skills, not just spells.
Why? - Because it makes little sense to use this as a Lead attack when you need to save it to interrupt something and it should be able to disable signets and such just as the Warrior equivilent Disrupting Chop does.
Exhausting Assault - Should be able to follow a Lead or Offhand Attack.
Why? - The final buff to Mobius Strike builds. Might need a slightly longer recharge.
Flashing Blades - Decrease to 5 energy and keep the recharge at 20 seconds. All other current updates are perfect.
Why? - Still too much of an energy sink.
Fox Fangs - Decrease recharge to 4 seconds.
Why? - It’s obsolete otherwise.
Golden Fox Strike - Decrease the recharge to 4 seconds.
Why? - I’ve come to the conclusion that most every Lead Attack needs to be on a 4 second recharge. That’s what Lead/Offhand/Dual chains need to be effective when compared to attack chains that bypass Lead attacks.
Golden Skull Strike - Reduce to 5 energy and add a non-conditional damage bonus of 5 + (Attribute Rank * 2).
Why? - To balance out with Temple Strike.
Golden Lotus Strike - Decrease recharge to 4 seconds.
Why? - Because the benefit here is the energy gain and it's just totally worthless with the current recharge.
Golden Phoenix Strike - Decrease to 5 energy.
Why? - Because 10 energy is a lot for something that's conditional and doesn't even do a ton of extra damage. Using a spammable hex with Black Spider Strike and Black Lotus Strike is almost always going to be better if this remains at 10 energy.
Jagged Strike - Add a small damage bonus (base of 5 + your rank in dagger mastery).
Why? - Again, it’s just not good enough currently. Lead Attacks need to be effective not just “oh, that’s cute”.
Jungle Strike - Decrease to a 5 second recharge.
Why? - To fit in with new recharges of Black Mantis Thrust and Leaping Mantis Sting, making these attack chains worthwhile.
Leaping Mantis Sting - Decrease recharge time to 6 seconds and decrease activation time to half a second.
Why? - Becuase lead attacks need to be worth taking, otherwise Offhand + Dual + Offhand + Dual will almost always be the favored attack chain. The effect here is conditional on factors outside of what you can do (ie. being enchanted or hexing the foe), so it deserves to be spammed.
Repeating Strike - Should be able to follow any Lead or Offhand melee attack. Also cause it to do +5 damage for each time it is used beyond the first in the space of 5 seconds (maximum bonus of +15).
Why? - Because it just isn't worth the energy and effort right now. It should be able to be used as the offhand attack in a normal Lead + Offhand + Dual attack chain and it should synergize a bit more with builds that give you the energy to use it many times.
Temple Strike - Decrease to 10 energy and interrupt any action, not just spells, when used.
Why? - Because no Assassin skill should cost more than 10 energy. 15 energy is a big investment for an ELITE with such a long recharge. See posts below for more detailed reasoning.

Assassin's Promise - Reduce to a 20 second recharge and a 1/4 second cast and slightly increase the duration (equal to the energy gain of the spell).
Why? - Because it's currently only playble in SBRi group builds and maybe now an actual Assassin can give the spell a use.
Dark Prison - Reduce to a 30 second recharge and increase hex duration (exact same numbers as Shadow Prison).
Why? - Because it's too sporadic at the moment to be of much use, other than a teleport spike build with Deadly Pardox and Shroud of Silence in which you have to pump your Deadly Arts really high to make it work and have no self-defense options.
Deadly Paradox - Don't let it affect Forms.
Why? - To make the new Shadow Form spell un-abusable.
Enduring Toxin - Decrease to a 5 second recharge.
Why? - Because it's sub-par unless it can be kept up at all times.
Entangling Asp - Should be able to follow any dagger attack or melee Assassin skill.
Why? - Because it's currently way too limited. This needs to be available at any time you've engaged your opponent.
Expunge Enchantments - Decrease to a 20 second recharge.
Why? - Because 30 seconds is too long of a time to make it worth taking.
Lift Enchantment - For some reason this is a touch-range skill...change it to full range.
Why? - To make it more useful; it's pretty limited already.
Iron Palm - Reduce the recharge to 15 seconds, make the knockdown unconditional, and increase the damage (equal to PALM STRIKE) but make it conditional on the foe suffering from a hex or a condition.
Why? - Because it's not worth 10 energy currently. It does very little damage, is not readily usable, and the main effect is conditional.
Mantis Touch - Should be able to follow any dagger attack or melee assassin skill.
Why? - Because it's too conditional right now.
Mark of Death - Increase the duration (5 + rank in attribute) and decrease recharge to 15 seconds.
Why? - Because now it might be useful outside of SBRi to add pressure.
Mark of Insecurity - Decrease casting time to a 1/4 second and additionally cause it to drop the opponent's Armor Level by -10.
Why? - Not really worth taking over other Elite abilities with the current effect.
Scorpion Wire - Reduce to a 15 second recharge.
Why? - 30 seconds is way too long for this conditional effect.
Shadow Prison - Decrease recharge to 15 seconds.
Why? - IAS stances are becoming MUCH less usable for Assassins along with this skill. Drop the recharge to move the skill more towards being a general snare.
Shameful Fear - Reduce to 1/4 second cast, do not cause the spell to increase your target's movement speed, and increase the damage dealt by 5 points.
Why? - Because if your opponent is running away it doesn't do too much good to stand there casting this for 2 seconds, especially when this just makes them get away faster. The spell needs to quickly force your opponent into a predicament...they either stand there and get hit by your melee or they run away and take damage.
Shroud of Silence - Cause it to effect shouts/chants.
Why? - Totally fits in with the flavor of the skill.
Signet of Shadows - Reduce recharge to 15 seconds.
Why? - Why not? Signet of Toxic Shock is a 15 second recharge.
Siphon Strength - Reduce the bonus critical chance to 25% but allow it to affect all attacks, not just the ones made on the hexed target. Also decrease to 10 energy and set as a half-range spell.
Why? - Because it's usefulness is lessened when you are forced to attack the physical damage dealers you're trying to debuff. It's currently like the equivilent of a Mesmer whose Spirit of Failure energy bonus would only take effect if they were actively attacking or casting on that target. Not good.
Way of the Empty Palm - Decrease to a 15 second recharge.
Why? - Because it's already of limited usage and for the builds you'd want to use it with the spell need to be kept up more consistently.

Beguiling Haze - Reduce to 10 energy. All other current updates are perfect.
Why? - The dazed duration is pretty short; 10 energy is fine for this skill.
Blinding Powder - Should be able to follow any dagger attack or melee Assassin skill. Also change this to a half-range skill, cause it to affect only one target, and reduce the recharge to 15 seconds.
Why? - Well first of all it makes no sense why this isn't a half-range skill (pretty damn hard to throw powder and make it go very far) and secondly it needs to be reliable. Being required to make a successful offhand attack hampers its usefulness currently, especially since it is pretty much THE only Assassin ability that makes Unseen Fury worth using.
Death's Charge - Reduce to 30 second recharge.
Why? - Because 45 seconds for shadowsteps is too long. These quick mobility abilities actually need to be constant enough for an Assassin to pressure with them.
Death's Retreat - Reduce to a 15 second recharge.
Why? - Because otherwise Return is almost always going to be superior.
Heart of Shadow - Decrease to 10 second recharge. All other current updates are perfect.
Why? - Because it's not constant enough healing right now to worth being used.
Mirrored Stance - If the opponent is already in a stance when this is cast on them, make it so that you automatically enter into that stance. Additionally reduce the recharge to 2 seconds.
Why? - Because it's way too conditional at the moment to be of use.
Shadow Form - Remove the "you lose X amount of health when this skill ends" component, change it to a skill with a 10 second recharge that also changes the form of your character, set the duration at 10 + (Attribute Rank * 2), and cause the skill to become disabled for 60 seconds when used. Also make it so that traps are not sprung by the character when in this form.
Why - The skill in its current form is either useless or gimmicky with things such as Deadly Paradox and Arcane Mimicry + Echo. With this change it would temporarily give the Assassin near-invulnerability without the drawback of massive health loss when it ends and not be abusable by other skills in any way. Worthy of being an Elite but not problem causing.
Shadow of Haste - Increase the duration by 5 seconds for every critical hit while in the stance. All other updates are perfect.
Why? - Makes the skill useful for melee Assassins while keeping it balanced for other builds.
Shadow Refuge - Decrease casting time to a 1/4 second.
Why? - Casts too slow for PvP these days.
Shadow Shroud - Decrease to a 15 second recharge.
Why? - Because the duration is so short; needs to be usable more often.
Shadowy Burden - Increase speed debuff to 33%, remove the "while foe has no other hexes" condition for the armor debuff, and very slightly increase duration to 3 + Attribute Rank. All other current updates are perfect.
Why? - Needs to be worth 10 energy.
Shroud of Distress - Reduce the recharge to 30 seconds and change duration to 15 + (Attribute rank * 4).
Why? - 45 second recharge makes it a bit too prone to removal. The minimum duration is also lowered so that a Monk can’t just 0-spec and constantly maintain the spell.
Unseen Fury - Reduce to a 20 second recharge and additionally make it so that you are unaffected by blindness while attacking a blinded foe.
Why? - Because for this kind of build to be viable, the skill needs to be up constantly and truly allow you to cut through anti-melee effects.
Viper's Defense - Remove the teleportation component, increase to a 15 second recharge, and cause it to knock down and poison the next person who damages you with a melee attack (50% failure on the knockdown component with Shadow Arts under 4).
Why? - Because the skill is horrible right now; it doesn't give you much defense at all. With this change it would definitely give you concrete protection while still adding a bit of pressure from the poison as well.
Way of Perfection - Reduce to 1/4 second cast and 10 second recharge.
Why? - Because it needs to be reliable if you're going to depend on it for healing.
Way of the Fox - Decrease to a 30 second recharge.
Why? - Needs to be available more often to be really useful as a spiking aid. Plus, Dervish get a skill that does the exact same thing with a 30 second recharge.
Way of the Lotus - Reduce to a 10 second recharge.
Why? - Too inconsistent at the moment to be used for energy management.

Aura of Displacement - Decrease energy cost to 5.
Why? - Uses up too much energy to be worth the Elite status.
Mark of Instability - Decrease energy cost to 5.
Why? - Because there are better ways to spend your 10 energy if it remains as such.
Recall - Decrease to 10 energy.
Why? - Keeping in line with the "no Assassin ability should cost more than 10 energy" mantra. The effect here is good but 15 energy (plus you're losing energy to maintain...) is questionable.
Shadow Meld - Decrease to 5 energy and a 15 second recharge.
Why? - Because at 10 energy and a 20 second recharge, there's really not much point in spending your Elite slot on it.
Signet of Twilight - Reduce activation time to 1 second.
Why? - Conditional abilities need to be usable quickly during the window of opportunity.
Spirit Walk - Reduce to a 4 second recharge.
Why? - Because it's already very specific but at least now you can use it with Consume Soul on the same recharge timer for hunting down spirits in HA.
Swap - I think this should be an Elite, cost 10 energy, have a 60 second recharge, and be usable on ANY target. One thing the game currently lacks are spells/skills that physically move your opponent in some way.
Why - “Summoning” abilities need to be carefully balanced but they are a mechanic that could possibly be very exciting. Please think about it ANET.
Wastrel’s Collapse - If the opponent uses a skill during it's duration, have the hex end prematurely and cause that skill to be disabled for an additional 12 seconds.
Why? - It's too easy to completely avoid the main effect of the skill at the moment.
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Discuss!