It's not dead :O

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by Razz Thom
hey mods, since this is obviously a PvP post can we get it moved plz? This is campfire not glad arena Funny peoples at glad arena don't want to talk about sins D:
Cause, y'know, sins r broken n shitz
Good thing they're not retarded unlike somebody, amirite?

Saphatorael

Saphatorael

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Quote:
Originally Posted by X Cytherea X
more idiocy:
if you dont notice it you need to get your eyes checked. and what if it doesnt kd, you would want it to at least do damage amirite?

Now now, why the hostile tone?
And why am I an idiot for not noticing a nerf? It seems to me, all you want to do is rant about the recent nerf, when it is still a fine skill.
If it doesn't kd, you suck at picking your targets.

I STILL have not noticed a decline in efficiency in my builds using HotO. I can't be considered an idiot for that, for I'm still able to kill stuff quite easily. You however, thinking your own 'experience' provides the only truth, leaving all others their experiences to the 'lies' section...

fireflyry

fireflyry

Jungle Guide

Join Date: Jan 2007

New Zealand

A/D

Ummm...the HotO nerf has been the main point of contention and complaint out of the whole update from what I've observed since it came in.

It's the one thing just about everyone, including those with other mains, has said "Ummm....WTF??" to.

He's merely observed a clearly obvious trend of criticism and puzzlement regarding the one skill nerf.

Saying the nerf makes no difference to damage output in general?

Uhhh...ok.

Saphatorael

Saphatorael

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Quote:
Originally Posted by fireflyry
Ummm...the HotO nerf has been the main point of contention and complaint out of the whole update from what I've observed since it came in.

It's the one thing just about everyone, including those with other mains, has said "Ummm....WTF??" to.

He's merely observed a clearly obvious trend of criticism and puzzlement regarding the one skill nerf.

Saying the nerf makes no difference to damage output in general?

Uhhh...ok. The nerf does of course make a difference to damage output. But I've not really noticed it.

Multiple possible reasons for this one:
1. Read the post above yours. Picking weak targets properly nullifies the need for that +damage, timing it when they're in a bad position and weakened enough for a spike.
2. My builds just deal a bit more damage
3. Equipment, though I doubt it's that.

It's likely the first.

So, apparantly loads of people here just pick a random target that's at full health and spike away (and fail at it). Assassin may be easy, people, but at least try to think a bit before you spike!

fireflyry

fireflyry

Jungle Guide

Join Date: Jan 2007

New Zealand

A/D

I think you missed the point again.

The damage output of the recent nerf is totally relevant.

I too have builds which can bypass the nerf and still do a good job at taking out a target yet to argue that the nerf to the damage output of HotO was negligible and hence is merely based on target choice since is incorrect imo.

Do the math and notice the trends and flow down effects it has had on build effectiveness to the majority and the comments from the community as a result.

Personally I find the argument of needing better target choice to be off-tangent to the complaints and comments regarding the nerf.

It's not about how you have adapted or continued your individual play style and builds post-nerf, it's about the justification as to why the skill was nerfed in the first place and it's effects to the class and community as a whole.

If it's a non-issue for you that's all good but it's logic and math that to others it's worthy of comment and discussion.

Saphatorael

Saphatorael

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Or in other words, you (and the community?) prefer Build Wars over player skill.

Kaida the Heartless

Kaida the Heartless

Desert Nomad

Join Date: May 2006

N/

The skill was nerfed because you can't have a knockdown during instagib that does 4857485435 damage.

Its simple. I think YOU are the one missing the point.

craigrs84

Academy Page

Join Date: Jul 2007

A/

this skill was only overpowered in the SP build when used with an IAS.

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

ok so.. if you pick weakened, isolated targets, you can bypass the nerf, wtf?

whereas before, your choice of targets you could likely kill was wider!

i immediately noticed the damage difference testing it on 60al dummies. hoto currently hits for mid-30s while before it hit for high-40s. trampling used to be 70ish now it's 50ish. more damage is always good... we're assassins ffs!

Saphatorael

Saphatorael

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Quote:
Originally Posted by X Cytherea X
ok so.. if you pick weakened, isolated targets, you can bypass the nerf, wtf?

whereas before, your choice of targets you could likely kill was wider!
Sure, I always go for full health, pre-protted Warriors first. If they're dead, the monks have nothing to heal anymore, rendering them useless to their team!

DDL

Frost Gate Guardian

Join Date: Nov 2007

Quote:
Originally Posted by Saphatorael
Sure, I always go for full health, pre-protted Warriors first. If they're dead, the monks have nothing to heal anymore, rendering them useless to their team! By your argument, therefore, a team comprised entirely of prot-specced wammos would leave you absolutely nothing to attack, at all.

Requiring people to be more selective in their target choice may well encourage player skill, but it also greatly reduces flexibility: simply put, anything that reduces damage output is BAD.

After all, your argument could be applied (if taken to its logical extreme) to a state where all assassin skills caused no extra damage at all. Sure, you can only spike someone on 40 health or lower, but hey: you just have to be skillful enough to pick the right target at the right time: those 40hp folks'll be along any minute now!

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by DDL
By your argument, therefore, a team comprised entirely of prot-specced wammos would leave you absolutely nothing to attack, at all.

Requiring people to be more selective in their target choice may well encourage player skill, but it also greatly reduces flexibility: simply put, anything that reduces damage output is BAD.

After all, your argument could be applied (if taken to its logical extreme) to a state where all assassin skills caused no extra damage at all. Sure, you can only spike someone on 40 health or lower, but hey: you just have to be skillful enough to pick the right target at the right time: those 40hp folks'll be along any minute now! *applauds*

Saphatorael

Saphatorael

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Quote:
Originally Posted by DDL
By your argument, therefore, a team comprised entirely of prot-specced wammos would leave you absolutely nothing to attack, at all.

Requiring people to be more selective in their target choice may well encourage player skill, but it also greatly reduces flexibility: simply put, anything that reduces damage output is BAD.

After all, your argument could be applied (if taken to its logical extreme) to a state where all assassin skills caused no extra damage at all. Sure, you can only spike someone on 40 health or lower, but hey: you just have to be skillful enough to pick the right target at the right time: those 40hp folks'll be along any minute now! ... Nice going, you failed to see some sarcasm there.

...And way to generalize my statement.

My statements are about HotO, and how little the nerf matters if you play it right.

Check the Assassin skills. Notice how loads of them have + damage.
Those aren't gone or lowered.
Slippery Slope fallacies won't work here, you said it yourself that you're using a logical extreme. But as the state of the game is right now, There is no extreme. No extreme overpoweredness, no extreme uselessness as you are trying to use (and failing at it) for a counterargument.

Izzy nerfed it because he found it was too strong in certain builds. To promote skillful play (as in, going for the right targets at the right time, which I'm advocating for), he lowered the damage. The skill an sich may be seen as useless by some, but I still see its strength: a kd and a tiny damage boost in my spike. That's all it ever was, not a 'useless skill that has a hard-to-fulfill condition and shit +damage' as most people think it is now.

The + damage is there, because Assassins have weak martial weapons. Assassin skills will ALWAYS have bonus damage. Some will just have more, but with a drawback or other requirement (e.g. Temple Strike's high cost and long recharge, or Golden Phoenix's Strike's Enchantment requirement, Falling Spider's KD), or less, but with an added effect (Critical Strike, Falling Spider again).

Izzy won't get rid of those. The main effect of HotO is the knockdown, and it still serves that purpose and has a use, some people just fail to see its true strength. I'd probably still use it if it didn't have bonus damage.

If you want + damage, go for Death Blossom/Blades of Steel/... . No conditional KD, but it's got plenty of damage an sich.

And as for your 'flexibility' argument... Assassins were made to spike. 'Get in, kill your target, get out.'
Exception to the rule would be Moebius Sins (cf. PvE) or Locust's Fury sins.
If you want to be flexible, play a Warrior or Dervish. They've got better self heals, and are more capable of true pressure.

*demands applause*

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

/applauds to Saph's ability to post a wall of text.

DDL

Frost Gate Guardian

Join Date: Nov 2007

Apologies: I was being a trifle more ascerbic than I perhaps intended, but my essential point stands.

As you note, loads of assassin skills have + damage, and the majority of those have quite NICE + damage.

Until recently, HoTO was one of those "nice + damage" skills, now it isn't.

Arguing that reducing the damage encourages more skillful play still doesn't get around the fact that the damage has been reduced. And that's a bad thing. After all, you get a knockdown, sure. But it's a DUAL attack. Sure, there are situations where hitting someone with two knockdowns will work where a single KD won't, but these are rare (right?).

Since KDs are deliberately set up to be difficult to achieve, they made it dual (so you couldn't go straight into it) and ALSO made it conditional on surrounding foes. Ultimately though, you don't really need TWO knockdowns in a single attack: you really want to have a bit more damage on your dual attacks because it IS more effort getting to that point.

If you think that it's fine as it is, would you be similarly happy if they lowered the damage on twisting fangs? After all, you still get a deep wound, right?

You'd just have to be more skillful in target selection.


The key problem is this one:

Quote:
Originally Posted by Saphatorael
Izzy nerfed it because he found it was too strong in certain builds.
Certain builds. For all the people that WEREN'T using those particular builds, a highly useful skill just got hobbled for no good reason. Hence the irritation.

As a lot of people have pointed out, it wouldn't be quite so bad if the nerf wasn't so severe (so hopefully it'll get a slight damage boost sometime in future).

And finally, just because it's funny:

Quote:
Originally Posted by Saphatorael
There is no extreme. No extreme overpoweredness, no extreme uselessness as you are trying to use (and failing at it) for a counterargument. Um: [skill]Wastrel's Collapse[/skill]

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Izzy nerfed it because he found it was too strong in certain builds.
Quote: builds
Quote:
builds God damn plural
Now, let's play a little game
I'll name 1 build where HoTO was 'overpowered', you name other, also with overpowered HoTO
Ready? Go!
Shadow Prison Sin

@DDL, nice job pwning him with Wastrel's ;d

Saphatorael

Saphatorael

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Quote:
Originally Posted by DDL

As you note, loads of assassin skills have + damage, and the majority of those have quite NICE + damage.

Until recently, HoTO was one of those "nice + damage" skills, now it isn't.

Arguing that reducing the damage encourages more skillful play still doesn't get around the fact that the damage has been reduced. And that's a bad thing. After all, you get a knockdown, sure. But it's a DUAL attack. Sure, there are situations where hitting someone with two knockdowns will work where a single KD won't, but these are rare (right?).
... Are you implying that HotO gives a double KD?
The fact that it knocks down your target (given the right circumstances) is strong enough, since the dual attack implies that you already get one more hit in automatically, and usually one normal attack or the next attack skill.

Quote:
Since KDs are deliberately set up to be difficult to achieve, they made it dual (so you couldn't go straight into it) and ALSO made it conditional on surrounding foes. Ultimately though, you don't really need TWO knockdowns in a single attack: you really want to have a bit more damage on your dual attacks because it IS more effort getting to that point. ... oh my, you ARE implying that it's 2 knockdowns.
Go use a different skill if you want something that only 'knocks down once' (Shock, Shove, Bull's Strike for all I care, if you want to skip to Falling Spider). If my target somehow gets preprotted in time, the dual attack could still get a hit through, e.g. Guardian, even if the spike fails, you still got that knockdown, which shuts that target down for 2-3 seconds, which can mean a lot in a match. Consider it a semi-reliable way to KD someone during your spike. It depends on your target picking, timing (I'm getting tired of having to repeat this), and maybe a bit of luck when facing a protted target; odds are your spike will fail anyways, but you might as well KD them for annoyance.

If you want more bonus damage, pick another skill. You can't have everything in one skill. It's been made elite, or given a drawback.


Quote: If you think that it's fine as it is, would you be similarly happy if they lowered the damage on twisting fangs? After all, you still get a deep wound, right?
Nothing wrong with TF having some +damage. If Izzy finds that it needs some +damage to be considered balanced, that's how it is. It IS 10e cost and 15s recharge, after all.

Quote: You'd just have to be more skillful in target selection. Yes. Or do you always go for targets you know you can't kill?
Yeah, you MUST be a good Assassin.


Quote: Certain builds. For all the people that WEREN'T using those particular builds, a highly useful skill just got hobbled for no good reason. Hence the irritation.

As a lot of people have pointed out, it wouldn't be quite so bad if the nerf wasn't so severe (so hopefully it'll get a slight damage boost sometime in future). Well, I myself hardly use those particular builds: I adapted and created builds to counter theirs, with HotO in there, and they still work/kill, not only against those builds, but of course others as well. As long as you pick your targets well and time it properly.
And it's not that a certain amount of people say that Izzy nerfed something uncalled for, that they're right. See 'Expertise' and 'Soul Reaping' discussions for that matter.

Quote:
And finally, just because it's funny:



Um: [skill]Wastrel's Collapse[/skill] Haha, you fail at being relevant and getting the point of this discussion.
We're talking about +damage on dagger attacks, and you reference an underpowered Hex. (it's generally regarded upon as underpowered, that's why nobody even uses it. People still use HotO, even after the nerf)

EDIT:

Quote:
Originally Posted by BlackSephir
God damn plural
Now, let's play a little game
I'll name 1 build where HoTO was 'overpowered', you name other, also with overpowered HoTO
Ready? Go!
Shadow Prison Sin Oh, ok. I type an 'S' too much. YOU WIN TEH INTERNETZ.
Seriously, if you have no real argument to add, stay the hell out of the discussion. It's the fact that it was a knockdown (Oh lookie, a KD. Why else wouldn't you use it?) with good +damage, combined with IAS. You should be glad Izzy didn't get rid of the KD.

Quote:
@DDL, nice job pwning him with Wastrel's ;d Nope. He completely missed the point.

EDIT2: I'm getting tired of this. Either get some decent arguments, or stay out. Next time I'll just dot dot dot you and leave you in your need to whine about a perfectly fine skill.

DDL

Frost Gate Guardian

Join Date: Nov 2007

Sorry, now I'm super confused. Are you saying it's NOT two knockdowns, or that it is?

Since you seem to be mocking me for suggesting it IS two, but then also saying that the fact it's two is super-useful.

Can't have both, now.

See now guildwiki, for instance:

http://gw.gamewikis.org/wiki/Horns_of_the_ox

Indicates pretty strongly that if EITHER hit contacts, you get a knockdown (similarly, both hits of twisting fangs potentially give a deep wound). Thus, "theoretically" two knockdowns. Since you can't (as far as I'm aware) knockdown a knocked down foe, only one is really needed. Two is..well, useful in certain circumstances..but a trifle excessive in all other situations.


Look, I can perfectly see where you're coming from: you are correct, this change doesn't OMG RUIN ALL SINS FOR TEH EVAR, but it DOES severely hamper perfectly decent non-SP sin builds, for a specifically SP sin-related reason.

To put it another way, would you be actively annoyed if they decided to ADD damage to one of your favourite attacks?

"Oh god now I don't need as much skill to play! *sobs*"


A lot of your answers are very much along the lines of "well it doesn't affect ME, so it must be fine" which is....a trifle shortsighted, really.

I mean, atrocities in Kosovo affect me not one bit, but I don't think they're "fine" because of that.

(Is that a ludicrous example to use? Yes, yes it is...but you get the idea. Fine for you != fine for other people)


And the wastrel's thing: you never specified it had to be a +damage attack skill...besides, that skill needs more publicity, the poor unwanted thing.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

We all know hoto and bls got nerfed because the Yanssassin was overpowered.

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by Yanman.be
We all know hoto and bls got nerfed because the Yanssassin was overpowered. So if it wouldn't be for Yanman, they wouldn't get nerfed.
Go to hell Yanman and take your builds with u!

Ekelon

Ekelon

Jungle Guide

Join Date: Dec 2005

Rebel Rising [rawr]

A/W

Quote:
Originally Posted by fleshharvest
Shadow Prison
Iron Palm
Tiger Stance
Falling Lotus Strike
Twisting Fangs
Black Spider Strike
Blades of Steel
Rez sig -_-

Thus proving the point that Anet needs to hit Tiger Stance and not BLS. Bad and fail. Here's the real build.

[skill]Mark of Instability[/skill][skill]Shadow Prison[/skill][skill]Iron Palm[/skill][skill]Tiger Stance[/skill][Falling Lotus Strike][skill]Twisting Fangs[/skill][skill]Falling Spider[/skill][skill]Blades of Steel[/skill]

Saphatorael

Saphatorael

Wilds Pathfinder

Join Date: Dec 2005

Belgium

Quote:
Originally Posted by DDL
Sorry, now I'm super confused. Are you saying it's NOT two knockdowns, or that it is?

Since you seem to be mocking me for suggesting it IS two, but then also saying that the fact it's two is super-useful.

Can't have both, now.

See now guildwiki, for instance:

http://gw.gamewikis.org/wiki/Horns_of_the_ox

Indicates pretty strongly that if EITHER hit contacts, you get a knockdown (similarly, both hits of twisting fangs potentially give a deep wound). Thus, "theoretically" two knockdowns. Since you can't (as far as I'm aware) knockdown a knocked down foe, only one is really needed. Two is..well, useful in certain circumstances..but a trifle excessive in all other situations.
I interpreted that you said HotO knocks down twice. As in, 2 separate, consecutive KD's. Seemed awkward, but that's what I really read. Some people on these forums are able to really think like that, I'm glad you're actually not one of them...
Anyhoo, the fact that it's a dual, gives you a double chance at kd'ing a foe, even if the first is blocked, you second might hit. Odds are that your spike will fail on a protted target, so you might as well hope for a kd to screw the target up anyways, since killing isn't in it anymore.

Quote:
Look, I can perfectly see where you're coming from: you are correct, this change doesn't OMG RUIN ALL SINS FOR TEH EVAR, but it DOES severely hamper perfectly decent non-SP sin builds, for a specifically SP sin-related reason.
It only hampers non-SP sin builds if people don't know how to run it, or if the build is utter tripe. I'm glad that I've made a few that I know how to run, and are decent enough (though not as good as the old SP sin), the fact that people actually expected to face SP sin and prepare themselves for that, is a plus for my unorthodox build. They don't see my spike coming, and that just increases the odds of getting a clean kill.

Quote:
To put it another way, would you be actively annoyed if they decided to ADD damage to one of your favourite attacks?

"Oh god now I don't need as much skill to play! *sobs*" ... hypothetical inversed counterarguments can't prove anything. I wouldn't mind buffs to my fav skills, but that wouldn't stop me from trying it in other builds and new combo's. That's half of the fun of playing an Assassin. The other half is seeing that it's decent/you're good enough at playing it to get some kills.

Quote:
A lot of your answers are very much along the lines of "well it doesn't affect ME, so it must be fine" which is....a trifle shortsighted, really.

I mean, atrocities in Kosovo affect me not one bit, but I don't think they're "fine" because of that.

(Is that a ludicrous example to use? Yes, yes it is...but you get the idea. Fine for you != fine for other people) It IS fine with me, because I know how to play the sin properly (apparantly; forgive me for my arrogance, but a fact is a fact, I'm not affected.). Other people who play Assassin,just grab a pvxwiki cookie cutter and enter RA, have no actual idea nor experience on how to play an Assassin best.

Quote:
And the wastrel's thing: you never specified it had to be a +damage attack skill...besides, that skill needs more publicity, the poor unwanted thing. You were ranting about the HotO damage being lowered and rendering the skill useless. I said that HotO's main strength is the KD, thus it not being worthless. I'd still use it, even if it didn't have any bonus damage. A KD is a KD, which is great during a spike.
Anyways, you finding HotO more or less useless, referring to Wastrel's Collapse as useless with no real connection at all (maybe uselessness, but that's just your opinion), never really meant anything, and wasn't funny.

Oh, and yes, WC needs a buff.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

horns was nerfed because any nerf to blades of steel will make it absolutely useless. horns of the ox was the only dual attack that can take a damage hit and still remain viable.

if BoS was nerfed, you'll all be complaining about how it is now a crappy version of death blossom.

fleshharvest

Academy Page

Join Date: Jul 2007

So Goth We Crap [Bats]

A/W

Quote:
Originally Posted by Ekelon
Bad and fail. Here's the real build.

[skill]Mark of Instability[/skill][skill]Shadow Prison[/skill][skill]Iron Palm[/skill][skill]Tiger Stance[/skill][Falling Lotus Strike][skill]Twisting Fangs[/skill][skill]Falling Spider[/skill][skill]Blades of Steel[/skill] -_-. The one I posted was for use in RA.

Sir Pandra Pierva

Sir Pandra Pierva

Forge Runner

Join Date: Apr 2007

Sardelec yelling at Tenshi

Angels Of Strife

E/

It amazes me how much people hate SP sins yet they still like to keep reinventing them.

zknifeh

zknifeh

Lion's Arch Merchant

Join Date: Feb 2006

Kamadan

Acolites of Anguish [aOa]

A/

Quote:
Originally Posted by Saphatorael
Anyways, you finding HotO more or less useless, referring to Wastrel's Collapse as useless with no real connection at all (maybe uselessness, but that's just your opinion), never really meant anything, and wasn't funny.

Oh, and yes, WC needs a buff. i believe he made that reference to you saying that you would use hoto even if it didnt have extra dmg
so he meant that, if u dont want extra dmg and just the kd, use wastrels colapse

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Quote:
Originally Posted by Sir Pandra Pierva
It amazes me how much people hate SP sins yet they still like to keep reinventing them. Further proving that this nerf didn't kill SP spike. Made it weaker? Sure? Killed it? Hell no. Screwing skills that were used not only in SP spike? Ya-ha.
What's next? AN will 'take care' of SP spike by making Black Mantis Thrust 10e? Making Trampling 10e? BoS max +20dmg?
Again, it's SP + IAS that's the problem, not even pre-nerf BLS was so broken as this is.

Sir Pandra Pierva

Sir Pandra Pierva

Forge Runner

Join Date: Apr 2007

Sardelec yelling at Tenshi

Angels Of Strife

E/

The way that anet would nerf SP is by either killing the skill altogether or ruining more sin skills that don't need to be nerfed, or by nerfing all IAS mods to the point where they really aren't all that good anymore even on main classes. Still they need to nerf those before they attack more sin skills. Anet really needs to stop RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing over sins,

BlackSephir

BlackSephir

Forge Runner

Join Date: Nov 2006

A/N

Or they can just leave IAS stances, rest of A's skills and make SP unusable with stances

Everybody wins
No SP sins
No nerfing other skills that don't require nerfing
SP still remains awesome cuz of snare, hex and shadowstep in 1 skill

zknifeh

zknifeh

Lion's Arch Merchant

Join Date: Feb 2006

Kamadan

Acolites of Anguish [aOa]

A/

i think they should make it like so...
shadow prison: shadow step to target fow. target foe moves 66% slower. your current stance ends, and all of your stances are disabled for 10 seconds

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Zknifeh's Idea works best.

If you just make it end your stances so what?

Many assassins use their stance right AFTEr they shadow step.

Disabling stances is nice.

However I wish it disabled Certain stances....It would suck if it disabled Vipers Defense or something >.>

How about.

All stances under 3 mastery end =P >.>
Although that probably wouldn't work....

But I want my defence stances up dammit!

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

BlackSephir has been mentioning that idea you think Zknifeh came up with. I've been seeing a lot of it come from BlackSephir. Regardless I agree. Afterall you have the Shadow Step and the Snare, you may as well include an insta-kill without any further skills needed.

Can't have everything. May as well just have it disable all stances. Besides Viper's Defense makes you randomly teleport away from your attacker; that wouldn't tie well with SP would it? And why would you use it with SP anyways? So you can teleport, get wanded and then teleported away from your target?

SP - disables all stances for X.....X ........... FGJ

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by MercenaryK
BlackSephir has been mentioning that idea you think Zknifeh came up with. I've been seeing a lot of it come from BlackSephir. Regardless I agree. Afterall you have the Shadow Step and the Snare, you may as well include an insta-kill without any further skills needed.

Can't have everything. May as well just have it disable all stances. Besides Viper's Defense makes you randomly teleport away from your attacker; that wouldn't tie well with SP would it? And why would you use it with SP anyways? So you can teleport, get wanded and then teleported away from your target?

SP - disables all stances for X.....X ........... FGJ SP-Disables all Non-assassin stances = Yes.

Why would you have an assassin disable his own stances?
In a role play sense (SHOOT ME) if your a master of your craft... you should be able to handle your techniques.

Thus I think it disabling any non-assassin stances = Better.

ALSO, the assassin can Still use Non sin stances.
However they depend a bit more on luck/prediction/watching the field.

Mirror Stance >.> If you know the warrior has Frenzy/flurry/flail lol

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

Quote:
Originally Posted by ensoriki
SP-Disables all Non-assassin stances = Yes.

Why would you have an assassin disable his own stances?
In a role play sense (SHOOT ME) if your a master of your craft... you should be able to handle your techniques.

Thus I think it disabling any non-assassin stances = Better.

ALSO, the assassin can Still use Non sin stances.
However they depend a bit more on luck/prediction/watching the field.

Mirror Stance >.> If you know the warrior has Frenzy/flurry/flail lol
Deadly Paradox disables attack skills, shall we make it not disable attack skills? What stances does the Assassin have that would greatly benefit being used with SP? Way of the Mastery? Flashing Blades? Or maybe Dash and the other running skills the Assassin has?

But by the time the SP effect ends, it's time to run anyways. Even if you need to use a run stance mid-way because everything went wrong, you can't because stances are disabled, thus with no getaway you die. Sucks yeah, but guess you gotta pick your targets or situations better.

*shrugs* Disables all stances is an easy fix.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by MercenaryK
Deadly Paradox disables attack skills, shall we make it not disable attack skills? What stances does the Assassin have that would greatly benefit being used with SP? Way of the Mastery? Flashing Blades? Or maybe Dash and the other running skills the Assassin has?

But by the time the SP effect ends, it's time to run anyways. Even if you need to use a run stance mid-way because everything went wrong, you can't because stances are disabled, thus with no getaway you die. Sucks yeah, but guess you gotta pick your targets or situations better.

*shrugs* Disables all stances is an easy fix. Heres my idea.

If it aint Broke.DONT FIX IT

SP + assassin Stances = Not broke , So don't Fix it.
If you stop secondary stances go ahead fine.

Your point is lame, Oh uh....assassin stances aren't that great so why would you use em anyways? If they aren't troubling anyone. Then wtf?


And Deadly paradox? So maybe there a different kind of an assassin (im not talking signet spike)
And are using Deadly arts to serve as utility

You want to shut em down for that?
Killing the Secondary stances is fine >.> Just gimping potential assassin builds that may become useful later on >.> Well thats genius.

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

I think you missed the 'mistake' I put in my post purposely.

Shadow Prison(Elite)
Flashing Blades(Elite)
Way of the Master(Elite)

The stances that AREN'T Elite are

Shadow's Haste, Dark Escape, Dash, Viper's Defense, Deadly Paradox, Smoke Powder Defense, Unseen Fury, Shadow Walk.

Now if Shadow Prison, like some have suggested, disables all stances, which of those in the situation of using Shadow Prison, would you use?

Not Shadow Walk, not Deadly Paradox, doubt you'd use Shadow's Haste and hopefully not Viper's Defense.

My guess with Shadow Prison is that you shadow step, unleash your combo, and get out asap. So by the time, I'm assuming, your combo is finished, and based on the amount of seconds that your stances are disabled, which could be up by then, you can use Dash or Dark Escape to ...... escape.

So it doesn't really matter if you go ahead and disable assassin stances. May as well. So what if you can't use Viper's Defense after using Shadow Prison? Like I said, wand > teleport, bam, your combo has to wait 20 seconds when you had to cause poison and teleport. Just seems odd.

The Assassin doesn't have 'fantastic' stances that are geared for increasing combat ability, but for getting in/out of combat.

And the master of craft idea .......... there's lots of skills that disable their own profession's skills or entire attributes. Can't call them off the top of my head, but Monk has a skill that disables ALL Protection Prayers. Warrior's have a stance that disables all attack skills. Is the Assassin truly going to be dead if they can't use any stances with Shadow Prison? I highly doubt it.

Kaida the Heartless

Kaida the Heartless

Desert Nomad

Join Date: May 2006

N/

The idea isn't to kill them, but to remove the insane speed at which they kill things. Besides, if you've got shadow prison on your bar, you probably have an IAS as your stance, not any of those you have mentioned.

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

Quote:
Originally Posted by Kaida the Heartless
The idea isn't to kill them, but to remove the insane speed at which they kill things. Besides, if you've got shadow prison on your bar, you probably have an IAS as your stance, not any of those you have mentioned. True .............. so it would be pointless to make it disable all stances and make it non-assassin stances ........

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

*sighs* thread is going in circles.
Camp 1: HotO damage nerf is relevant.
Camp 2: HotO damage nerf is irrelevant.

To all those in Camp 2: you are a Sin, you exist for the sole purpose of bringing a target from X to 0 in the least amount of time possible. This is balanced only by your own willingness to forego self-protection (whether in the form of disruption or personal buffs). If you argue that a damage nerf on a skill you use does not affect you YOU FAIL @ GW.

Just my 2cts. Requesting lock if at all possible.

Kaida the Heartless

Kaida the Heartless

Desert Nomad

Join Date: May 2006

N/

Oh, so every sin skill should do 800 damage so they can achieve the "X to 0" quota better?

Not. You forget the little concept of game balance in your theories there.