In Response to Previous Conjecture...

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Quote:
Originally Posted by Moriz
...as such, all sin builds should be nerfed to the level of the AoD shock assassin build to preserve game balance.
I would like a response to this quote, taken from the closed Horns of the OX vs. Bull’s Strike thread, because quite frankly, this line has incensed me beyond comprehension and I feel I cannot allow it to go undisputed.

I am going to assume that by AoD Shock Assassins, you mean War Machine’s bar from Factions Release, which consisted of Aura of Displacement, Shock, and Falling Spider into Twisting Fangs with associated support. If this isn’t to what you refer, please correct me so that I may better comprehend.

If it is, however…allow me to point out that a typical adrenal axe spike very nearly outdamages this bar, for all intents and purposes. Even War Machine relied on massed Conditions, Disrupting Stab and predicting very stupid enemy A.I. against unprotted targets with no healing and no runes or insignias to make this build work, conditions which just do not happen in a real fight. Especially as Twisting Fangs has suffered a damage reduction in the intervening months, Aura of Displacement has had its Energy requirements and recharge hit, and many of the key supporting skills of the build are either outdated or equally nerfed.

For this ability to kill totally unprotected NPCs and to, possibly, contrive a minor inconvenience against PC characters, the Assassin loses over forty effective armor level when compared to a shielded Warrior and sacrifices attack versatility in its chosen strike, as well as giving up the I-want-free-attacks-please adrenaline mechanic. It also loses the ability to equip a shield or offhand to boost AL or Energy, as well as losing the second set of boosting mods that second piece of equipment can carry – not a minor consideration. The Assassin is also typically treated as a high-priority target which is often vulnerable both to anti-melee counters and anti-spell counters, making it an even more fragile and difficult class to employ effectively. In addition, most Assassins must function in melee range to be effective, requiring them to be in the most dangerous position on the battlefield: extended beyond their own back- and midlines, within full range of all of an enemy team’s players and at inconvenient range from their own healers. This is dangerous enough – however, it gets worse. Unlike Warriors and Dervishes, an Assassin’s principal weaponry, the daggers, deal virtually no combat damage on autoattacks. Unlike Warriors and Dervishes, Assassins cannot generate additional combat pressure simply by autoattacking, not and remain effective.

To sum it up: Assassins are fragile, rigid, and unable to keep up in a skill-less damage race with any other character in this game while being forced to operate at the most dangerous portion of a battlefield, often by nature being forced to overextend and place themselves in virtually inescapable danger of death. In exchange for this monumental shafting in damn near all respects, we are supposed to have been given one power: the power to strike down a foe, without assistance from another player, in seconds.

Now ask yourself: do we have this power?

No.

In high-level play, an Assassin’s strike requires so much setup that no single Assassin could possibly carry everything he needs to successfully eliminate his target alone. First of all, the target’s protections must be stripped from him. This requires a blanket enchantment-stripping spell such as Gaze of Contempt or similar abilities, as well as the ability to deal with defensive Skills and Stances – typically accomplished with Expose Defenses. As well as the selection of a target who is not simply standing in a Ward or sufficiently near a Paragon. Second of all, it must be ensured that the target’s protections cannot be swiftly reapplied, by either the target himself or players friendly to the target. This requires that multiple players be disabled simultaneously, or the intended elimination will almost surely fail – and this sort of mass disabling is almost impossible to do. Third, the Assassin himself must be able to fully eliminate a Health-boosted, highly durable target in the bare handful of seconds the almost Herculean effort of exposing a target and ensuring that he remains exposed yields for a kill. There is a reason Assassins are never seen in high-level GvG anymore – their function is well-nigh impossible to achieve in such battles.

And now…and now, you wish for Assassins to be stripped of even their ability to kill at all? You wish for Assassins to be so weakened that even if a guild can manage the virtually impossible task of opening a window for an Assassin’s strike, that the Assassin be unable to strike hard enough to make the effort successful? How dare you! By God man, what else do we have?!

Even should an Aura/Shock Assassin be given an opportunity to successfully complete its entire attack chain against an unprotected target - a situation most high-level Guilds would laugh at as being impossible against them - the target will have a significant amount of health left. Normally, the 7 degeneration from Bleeding and Poison, combined with Deep Wound, could finish them – but in a real fight, all of those conditions will be off the target in five seconds – two seconds after the target’s health has rebounded back to full. In the meantime, the Assassin is down for a minimum of twenty seconds, has likely suffered crippling damage in the wake of his strike - provided he is skilled enough to have escaped at all - and is suffering from Exhaustion, slowing his ability to strike again even further.

How can you possibly say that Assassins need to be weakened even further? Even the strongest of Deadly Arts spikes these days needs sixteen spec and everything they have to drop a target in one go, and those strikes themselves are unable to slash down an enemy’s undamaged Monks, who often have over six hundred Health. As for Dagger spikes…no such thing exists anymore.

We are already the weakest competitive class in this game, bar none – even the endlessly nerfhammered Paragon. There is no possible justification whatsoever for such a drastic slashing of the Assassin’s abilities, not unless the class is completely reworked to give us back some of what we had to give up for our one remaining gimped, barely-functional trick.

Barring that…please do tell me, how can you possibly justify so destroying this class?

blkhawk153

Ascalonian Squire

Join Date: Jul 2006

gar

A/Me

laserlight I agree that sins shouldn't be nerfed any more, but despite the nerfs, the class isn't now as weak as you say it is. it's just not overpowered like it was before.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

The conception of an instagib character is bad at the start.

Therefore, for the sake of balance, the 'sin has to go, or at least be reworked.

And in NO WAY are sins the weakest competitive class in the game.

I should really get back to working on my math portfolio.

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

well said, LaserLight dude. \m/ -_- \m/

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

How funny that all the people who think assassins are fair for some reason have A/ in the proffession under their name. The fact is, the only good assassin builds out there right now are all gimmicky spikes says something to me. Assassins just aren't as flexable in their build as warriors, rangers, and heck, I'd even say Paragons are better as far as flexability and balance goes.

/best discovery ever.

/Narshen Declares X Cytherea X noob.

Azrael the Needle

Azrael the Needle

Ascalonian Squire

Join Date: Jan 2007

Doomlore Shrine

A/

"Assassins just aren't as flexable in their build as warriors, rangers, and heck, I'd even say Paragons are better as far as flexability and balance goes."

Clearly you dont play an assassin often, or at least when playing it you are not creative. The assassin being my main character since over a year, I have been forced to make up new builds in order to keep it fun, be that good or bad builds. Most of them have been just tests of a build that turned out badly, but several have been effective. I combine my skill set with that of different secondaries, and all serve their purpose for a select occassion. And by the way, how can you possibly say warriors are more flexible than assassins? Have you often seen a warrior who doesnt run adrenaline skills? None at all? To me at least, thats not a common sight. But assassins, on the other hand, many times dont even use daggers. Heck, just remember than cookie cutter signet spike with A/E and Blinding Surge. You gonna tell me that doesnt come out of what might have been expected during the assassins creation? I wont go into details with the other professions, mainly because I dont feel like it, and also because they are indeed flexible. So, to finish my comment, assassins ARE very flexible, but here is what the problem is, and it honestly makes me feel bad. Most(not all) of the people playing assassins are retarded. When they ping their builds Im seriously asking myself if I should laugh, rant or cry. Im sure you have all seen terrible builds, but I was greatly shocked when someone pinged a build with 4 dual attacks and no lead/off hand. When asked why he had no lead/off hand, he said "Why would I wanna take those? Dual attacks deal more damage! The more duals, the more damage! The more damage the better!" When explained that it did not work that way, he refused any advice and called everybody a n00b and left. Do you guys get my point? Dont rant the sin, rant the sin players!

fireflyry

fireflyry

Jungle Guide

Join Date: Jan 2007

New Zealand

A/D

Nice read and well said.

zknifeh

zknifeh

Lion's Arch Merchant

Join Date: Feb 2006

Kamadan

Acolites of Anguish [aOa]

A/

/applaude LaserLight

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

/yawn.

That AoD should be the roundabout limit of sin spike power - only just topping an Axe spike.

You don't need to worry about positioning, building adrenaline, any of the other stuff that warriors have to deal with so they can spike. The challenge and skill required to pull of a sin spike are much less than for other physicals who can't shadowstep freely, so the rewards should not be an instagib (instagib class = bad for PvP, btw. Yes, assassinating is not good)

IMO, they should buff lead-offhand-dual combos so they can actually do something useful - I'm talking pressure on par with other physicals - then go and buff stuff like Siphon Strength, effectively turning the assassin into a physical damage dealer that replaces brute force tactics of the Derv or hardiness of the Warrior with shutdown options instead, allowing flexibility of the 3 classes as frontliners, depending on what a team needs.

... then kill instagib 123456 spikers and shadowstepping. And, voila! We have a good profession.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Overall the assassin is somewhat weak.

But we have some very strong synergy combos like SP IAS sin or Deadly paradox Signet sin.
That gives people reason to complain, otherwise the assassin is not as huge a threat as people make them out to be.

Overall the assassin isn't Run for the hills >.> Just those 2 combos

Nice laserlight >.>
But sin's are flexible, we are somewhat similar to our Other dexterous relatives, the ranger.
The assassin can do things because the use of High Critical Strikes lets him do gimmick builds like crit scythe/hammer/spear/bow.
Like the ranger can do expertised scythe/hammer/spear etc.
The assassin can play as a runner, so can the ranger
The assassin can snare decently, so can the ranger.
The assassin can shutdown melee, so can the ranger
The assassin can shutdown Magic, so can the ranger >.>
Although other classes can do the same >.> Sin's are about as flexible as rangers.
Its just in pvp Why be Flexible and play different roles.
When you can just have someone dead on the floor >.>

Quote:
they should buff lead-offhand-dual combos so they can actually do something useful - I'm talking pressure on par with other physicals - then go and buff stuff like Siphon Strength, effectively turning the assassin into a physical damage dealer that replaces brute force tactics of the Derv or hardiness of the Warrior with shutdown options instead, allowing flexibility of the 3 classes as frontliners, depending on what a team needs. Siphon strength is 1 of the most balanced Utility a sin has >.> just needs Target cannot critical and its set for life and will never need another change. (unless its 5 energy..but I don't see why it would need such a low cost)

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by ensoriki
Siphon strength is 1 of the most balanced Utility a sin has >.> just needs Target cannot critical and its set for life and will never need another change. (unless its 5 energy..but I don't see why it would need such a low cost) Which is why I used SS as an example, to show people what 'sins ought to be doing.

Wouldn't it be nice if Mark of Death, Mark of Insecurity and Scorpion Wire actually did something worthwhile?

moriz

moriz

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

Join Date: Jan 2006

Canada

R/

Quote:
The conception of an instagib character is bad at the start. words of ultimate wisdom.

like i said in my other post, you can make assassins have 1 hp, but able to do 600 damage on demand, and people will STILL play it. they'll just dedicate 6 character slots to babysitting two 1 hp assassins, and instantly able to compete on a level they have no business in. making an entire profession all about doing 600 damage, and turn around to say that it's balanced because it is "fragile", is utterly stupid in a game balance perspective. so for the love of all that is still holy, STOP using this asinine argument.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Stormlord Alex
Which is why I used SS as an example, to show people what 'sins ought to be doing.

Wouldn't it be nice if Mark of Death, Mark of Insecurity and Scorpion Wire actually did something worthwhile?
SCorpion is not a bad skill, it means that the assassin has to use Positioning and timing.

Staying right out of the 100m requirement means the assassin will not activate scorpion wire, Using Dash straight into the requirement interrupting a opponents key skill and giving a knockdown is also usable to an assassin.
Other than that little complicated example, scorpion wire, gives the idea of shadow step a bit of a better requirement to meet and for a good reward.
Last time I checked scorpion wire is half-ranged, that means the assassin must position themself into half ranged, in which case they are close enough for the enemy to see. Then they must escape from there enemy 100 metres.
Also there enemy could pull from THEM, screwing the assassins timing.
Scorpion wire is a good skill.
Maybe the recharge needs a peek at =P

Mark of death...hmm ya.
If Mark of Death was -5 degen and takes 33% less from healing I think it would work (maybe a recharge fix)

Mark of insecurity is odd, its the hex that gives 50% less duration from enchantments and stances right?

Making it
Target Foe uses 5 more energy for all skills (even signets =P)
And has 50% less duration from enchantments and stances.
That or an attack speed debuff (like 50%)
And making it half ranged....
__________
Quote:
like i said in my other post, you can make assassins have 1 hp, but able to do 600 damage on demand, and people will STILL play it. they'll just dedicate 6 character slots to babysitting two 1 hp assassins, and instantly able to compete on a level they have no business in. making an entire profession all about doing 600 damage, and turn around to say that it's balanced because it is "fragile", is utterly stupid in a game balance perspective. so for the love of all that is still holy, STOP using this asinine argument. Lol as long as Life-Sheath persists and HP boosting (vital boon/Vital weapon/Vital blessing)
Sins won't have 1 hp =P which supports that even with 1 hp and 600 damage they can work.

BUT, moriz, assassins have not always done this 600 damage that you talk about.
Pre nightfall assassin's werent 600 damage hitters, maybe 500 (depends), but assassin's had better build compression etc.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Since I can hardly be arsed to argue with assassin fanboyz. I'll just say this.

-The only thing assassins can do well are single minded instagib junk. These spikes take little skill, and fool players into thinking they are good.
-Anything else you claim assassins can do, could be done by a Mesmer, Necro, Ranger or Warrior much better, thus it is sub bar, and not worth playing.

Quote:
The assassin can play as a runner, so can the ranger
The assassin can snare decently, so can the ranger.
The assassin can shutdown melee, so can the ranger
The assassin can shutdown Magic, so can the ranger >.> Perfect example thank you ensoriki:

Water eles and Rangers can snare far better than sins
Mesmers and Air eles can shut down melee better than sins.
Mesmers can shut down casters better than sins.
Eles and monks, and Rts are better flag runners than sins

Why would I want to run an assassin to do them jobs, then there are proffessions that can do it better?

zknifeh

zknifeh

Lion's Arch Merchant

Join Date: Feb 2006

Kamadan

Acolites of Anguish [aOa]

A/

nobody is asking you to run a sin
u can just go on and spread your cinditions and interupts on ppl
meanwhile i will be the one bringing them down

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Snip
Flexible as in ability to adapt to different roles.

Carry on.

Also...A/E Blinding Surge?

Wha?

Quote:
Originally Posted by ensoriki Overall the assassin is somewhat weak. I beg to differ, instagibbing via rolling head on keyboard isn't weak at all...

Especially since you really can roll your head on the keyboard and instagib.

Quote:
But we have some very strong synergy combos like SP IAS sin or Deadly paradox Signet sin.
That gives people reason to complain, otherwise the assassin is not as huge a threat as people make them out to be.

Overall the assassin isn't Run for the hills >.> Just those 2 combos The whole concept of an Assassin is to provide such an instagib combo. Hence, the overpoweredness.

Quote:
Nice laserlight >.>
But sin's are flexible, we are somewhat similar to our Other dexterous relatives, the ranger.
The assassin can do things because the use of High Critical Strikes lets him do gimmick builds like crit scythe/hammer/spear/bow.
Like the ranger can do expertised scythe/hammer/spear etc.
The assassin can play as a runner, so can the ranger
The assassin can snare decently, so can the ranger.
The assassin can shutdown melee, so can the ranger
The assassin can shutdown Magic, so can the ranger >.>
Although other classes can do the same >.> Sin's are about as flexible as rangers.
Its just in pvp Why be Flexible and play different roles.
When you can just have someone dead on the floor >.> You joke?

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Quote:
Originally Posted by LightningHell
Also...A/E Blinding Surge? He is refering to the original Signet Spiker.

Blinding surge (when it was 5e)
Dancing daggers
Entangling Asp
Sig of toxic shock
Sig of Shadows
Broken Paradox
Other
Res signet.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by LightningHell
Flexible as in ability to adapt to different roles.

Carry on.

Also...A/E Blinding Surge?

Wha?



I beg to differ, instagibbing via rolling head on keyboard isn't weak at all...

Especially since you really can roll your head on the keyboard and instagib.



The whole concept of an Assassin is to provide such an instagib combo. Hence, the overpoweredness.



You joke? You really like to nitpick don't you.

By flexability I meant Assassins can do other gimmick builds (no not instagib, I mean gimmick as in using a weapon not of your profession =P thats flexible).

Now your nit picking on Instagib >.>
Overall and one trait is a bit different >.>
Not all of the assassin skills are really good for "instagib"
Thus overall, there particularily weak.
However there are a some skill synergies that lead to the instagib you are talking about.

Stop nitpicking >.>

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Shuuda
Perfect example thank you ensoriki:

Water eles and Rangers can snare far better than sins
Mesmers and Air eles can shut down melee better than sins.
Mesmers can shut down casters better than sins.
Eles and monks, and Rts are better flag runners than sins

Why would I want to run an assassin to do them jobs, then there are proffessions that can do it better? Oh I wasn't saying they do it the best.
I was saying they can do it.

Hermos

Hermos

Lion's Arch Merchant

Join Date: Jul 2007

Forever in Demand [FiD]

A/

Quote:
Originally Posted by Shuuda
How funny that all the people who think assassins are fair for some reason have A/ in the proffession under their name. The fact is, the only good assassin builds out there right now are all gimmicky spikes says something to me. Assassins just aren't as flexable in their build as warriors, rangers, and heck, I'd even say Paragons are better as far as flexability and balance goes.
LOLZ. Alright, that's out of my system. Moving swiftly on... The current 'good' 'sin builds out there aren't gimmicks, if you're talking about PvE. In PvP, well, that's because everyone adheres to the assassin stereotype (One hit K.O) whereas that kind of implementation is not feasable within a balanced game like Guild Wars (before anyone tries to quote me on 'balanced', I can assure you I did not truly mean GW is perfectly balanced).

I believe that assassins are not overpowered. Why? Every single class has some kind of power to completely obliterate the assassin. That's the whole point of balance, to make all classes vulnerable (but at the same time, strong) against each other.

To the OP; the class isn't weak. HotO got nerfed, so what? We still have the highest DPS in the game. We still have the old flexibility of taking on other professions as our own (crit sythe, axe, spear, barrage) and we can still use criticals to our advantage. How can you possibly say we're a weak class when the class has so many advantages over others?

Quote:
Originally Posted by Shuuda
Why would I want to run an assassin to do them jobs, then there are proffessions that can do it better? Because, my dear fellow, assassins can do them all at the same time. Golden Fox Strike, Wild strike, Assault enchantments, impale (off the top of my head) provides Unblockable +damage (ranger), stance removal (warror), enchantment removal (necromancer/mesmer) and earth damage and deep wound (ele/warrior).

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Quote:
Originally Posted by Azrael the Needle
stuff
What?...
Quote: Nice laserlight >.>
But sin's are flexible, we are somewhat similar to our Other dexterous relatives, the ranger.
The assassin can do things because the use of High Critical Strikes lets him do gimmick builds like crit scythe/hammer/spear/bow.
Like the ranger can do expertised scythe/hammer/spear etc.
The assassin can play as a runner, so can the ranger
The assassin can snare decently, so can the ranger.
The assassin can shutdown melee, so can the ranger
The assassin can shutdown Magic, so can the ranger >.>
Although other classes can do the same >.> Sin's are about as flexible as rangers.
Sin runner = bad.
Why do I need a sin with siphon speed, while a cripshot ranger can do WAY better and have WAY more utilities.
Sin can shutdown melee, true. SS is the only thing worthy.
Sin can shutdown magic? You mean t3h leet SOS? or the disrupting stuff? Rite, staying in the other team's backline to drain the energy of your backline, nice.

Ranger can do all of those stuff above wonderfully + gank + great survivability.

Can you give me a sin build that has the same utility as the cripshot build? No rite?
Don't compare assasins with rangers. In no way can sin reach that level.


Quote:
Its just in pvp Why be Flexible and play different roles.
When you can just have someone dead on the floor >.> Oh ye. Let's run 8 assasins/warriors!!!!!
Quote:
To the OP; the class isn't weak. HotO got nerfed, so what? We still have the highest DPS in the game. We still have the old flexibility of taking on other professions as our own (crit sythe, axe, spear, barrage) and we can still use criticals to our advantage. How can you possibly say we're a weak class when the class has so many advantages over others? I lol'ed.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Quote:
Originally Posted by Hermos
Because, my dear fellow, assassins can do them all at the same time. Golden Fox Strike, Wild strike, Assault enchantments, impale (off the top of my head) provides Unblockable +damage (ranger), stance removal (warror), enchantment removal (necromancer/mesmer) and earth damage and deep wound (ele/warrior). LOLZ, got that out of my system. (Yes we are talking about PvP here since PvE can be done even with the most sub bar skills)

1) I assume you mean Shattering Assault, you don't even know the difference heh.

2) That build is only really good for offence. Which in most cases, you'd be better off with an Axe Warrior with Rending touch.

3) Rangers don't exist for unblockable damage lolcakes, any damage a ranger can do could be done better by a Paragon (Since Paras have deep wound) A good rangers strength lies in things like Crippling shot, D shot, Apply poison, Utility and distruption.

4) The main issue most people have with sins is that they take little skills to play:

What skill does it take to play an SP sin, or even the build you posted. Erm... makes sure your not blind, then press 1,2,3,4,5 in order.

Turtle222

Turtle222

Wilds Pathfinder

Join Date: Oct 2007

:D:D

D/W

Quote:
Originally Posted by Shuuda
What skill does it take to play an SP sin, or even the build you posted. Erm... makes sure your not blind, then press 1,2,3,4,5 in order. :\ guild wars is a team game.

im more afraid of a sin twosome coming at me, than a ranger twosome or a warrior twosome...so perhaps the skill is not in the buttons you press, but the time and person in which to utilise your skills against.

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Quote:
Originally Posted by Turtle222
:\ guild wars is a team game.

im more afraid of a sin twosome coming at me, than a ranger twosome or a warrior twosome.... Apparently, you haven't seen a good ranger or a good warrior.

I hate rangers ( not those idiots who sit on a monk and spam d-shot every 10 and savage every 5)

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

I rather 2 sins attacking me to be honest >.>

Two rangers is really...really....really annoying.

>.>

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

In response to intelligent posters such as Moriz and LightningHell (and doing my best to ignore the regrettably inevitable snipe-spam between many others):

First of all, my issue is not that Assassins aren't perfectly balanced. I'm aware of that, though I also dislike the fact that 'balanced' means a character is unable to die in any sort of organized competition until every single character on that player's team is completely out of all resources. Pardon me for enjoying the ability to actually drop someone sooner than twenty minutes in.

Anyways. No, I know that the so-called 'instagib' likely shouldn't have been introduced - though even that I find trouble agreeing with. After all, why should it be a guarantee in this game that you can't die in a hurry? Perhaps you're meant to actually take measures to prevent that sort of quick death, rather than simply crying foul and trying to force ArenaNet to destroy the class.

And make no mistake about it, that's what you're shooting for here. You are asking for the complete destruction of the Assassin as a viable profession. it doesn't matter if the Assassin can do "some" damage. It doesn't matter if the Assassin can do "a lot" of damage. Anything other than fresh-to-dead and nobody wants anything to do with it. Doesn't matter if the Assassin can strike out ninety percent of a target's health, so that one spell from a friendly Elementalist or a single good whack with an axe can finish the job. Fresh to dead, or find a new job. Except...wait. Isn't fresh to dead what we're supposed to be getting rid of?

People have already stated that nothing the Assassin does, save for that overpowering damage, is worth anything more than a dead rat. Shadow Arts, as an attribute line, has been completely discarded for its lack of damaging ability, and only those Deadly Arts skills which can directly contribute to slaying a foe are utilized. Dagger Mastery and even Critical Strikes are just about out too, because Dagger/Crit can't fully destroy an enemy anymore.

Tell me, people - and I'm not talking to the idiots here.

Why should Assassin players suffer the destruction of their class, the complete devaluing of the hundreds of hours and platinum they've sunk into their character, simply because the existence of the Assassin partially devalues other characters? And not even by that much, judging by the complete lack of Assassins in any field of play higher than Alliance Battle. Every GvG I've observed recently has been devoid of even /A, and trust me. I've looked.

You want the Assassin's ability to fresh-to-dead kill an enemy destroyed. Tell me...what do we get in return? Which of our shortcomings do we get to eliminate, or what ability to we get in return for giving up on the very essence of an Assassin? It had better be damn good, I tell you - you're wanting us to give up a huge advantage, our only major advantage. Yes, we have others - hell, Dash alone is worth going /A - but seriously...where's the trade-off?

if you can't figure out a damn good reason for revoking our ability to do the one thing we were designed to do, and a damn good way of making it up to us...heh, then perhaps you don't have the right to tell us that we need to give up our Assassins because you Warrior-types feel infringed upon, and because the spellcasters don't like having to watch what they're doing, ne?

Seriously...turnabout's fair play. If you want to render my investment of time and effort worthless, destroy my class without compensating me for it...what of yours do I get to destroy, hm?

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by LaserLight
You want the Assassin's ability to fresh-to-dead kill an enemy destroyed. Tell me...what do we get in return?
Quote:
Originally Posted by Me
IMO, they should buff lead-offhand-dual combos so they can actually do something useful - I'm talking pressure on par with other physicals - then go and buff stuff like Siphon Strength, effectively turning the assassin into a physical damage dealer that replaces brute force tactics of the Derv or hardiness of the Warrior with shutdown options instead, allowing flexibility of the 3 classes as frontliners, depending on what a team needs. You get to be a viable character that can do something useful, and isn't a skill-free gimmick.

And if you don't like that, well... tough. That's just how GW is.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by ensoriki
You really like to nitpick don't you.

By flexability I meant Assassins can do other gimmick builds (no not instagib, I mean gimmick as in using a weapon not of your profession =P thats flexible).
And thus, assassins are inflexible. You proved my point.

Also, I fail to see how crit strike weapon is better than one of its original profession using it.

Quote: Now your nit picking on Instagib >.>
Overall and one trait is a bit different >.>
Not all of the assassin skills are really good for "instagib"
Thus overall, there particularily weak.
However there are a some skill synergies that lead to the instagib you are talking about.
However, it hardly matters that the other skills are subpar. Every professions has their subpar skills.

Overall, the sin can put is bar to any use. Any profession can do that, and many probably better than the 'sin. The "instagib via skill chaining" is just one particularly distasteful trait that only the sin has.

Quote: Stop nitpicking >.> I don't have time to write a thesis, thus I'm using the second best and pointing out all the invalid points in your argument.

Quote: Originally Posted by LaserLight Anyways. No, I know that the so-called 'instagib' likely shouldn't have been introduced - though even that I find trouble agreeing with. After all, why should it be a guarantee in this game that you can't die in a hurry? Perhaps you're meant to actually take measures to prevent that sort of quick death, rather than simply crying foul and trying to force ArenaNet to destroy the class. The Assassin has to smash his keyboard with his head.

The Assassin'd has to play perfectly, as well as his/her team.

No, I'm not saying that death in a hurry isn't good - what are coordinated spikes, and warrior skill chains for? - but a character that can do that consistently with a player without any modicum of skill...is just a bad idea.

Quote: And make no mistake about it, that's what you're shooting for here. You are asking for the complete destruction of the Assassin as a viable profession. it doesn't matter if the Assassin can do "some" damage. It doesn't matter if the Assassin can do "a lot" of damage. Anything
other than fresh-to-dead and nobody wants anything to do with it. Doesn't matter if the Assassin can strike out ninety percent of a target's health, so that one spell from a friendly Elementalist or a single good whack with an axe can finish the job. Fresh to dead, or find a new job. Except...wait. Isn't fresh to dead what we're supposed to be getting rid of? No, it's just the skill-less fresh-to-dead we're trying to get rid of.

Quote:
People have already stated that nothing the Assassin does, save for that overpowering damage, is worth anything more than a dead rat. Shadow Arts, as an attribute line, has been completely discarded for its lack of damaging ability, and only those Deadly Arts skills which can directly contribute to slaying a foe are utilized. Dagger Mastery and even Critical Strikes are just about out too, because Dagger/Crit can't fully destroy an enemy anymore. Partially agree. There is the gimmick Paradox sin.

Quote:
Why should Assassin players suffer the destruction of their class, the complete devaluing of the hundreds of hours and platinum they've sunk into their character, simply because the existence of the Assassin partially devalues other characters? And not even by that much, judging by the complete lack of Assassins in any field of play higher than Alliance Battle. Every GvG I've observed recently has been devoid of even /A, and trust me. I've looked.

You want the Assassin's ability to fresh-to-dead kill an enemy destroyed. Tell me...what do we get in return? Which of our shortcomings do we get to eliminate, or what ability to we get in return for giving up on the very essence of an Assassin? It had better be damn good, I tell you - you're wanting us to give up a huge advantage, our only major advantage. Yes, we have others - hell, Dash alone is worth going /A - but seriously...where's the trade-off? We argue that Assassins should have moderately powerful, quick recharging but not overpowering combos, while being a mainly utility character.

Quote:
if you can't figure out a damn good reason for revoking our ability to do the one thing we were designed to do, and a damn good way of making it up to us...heh, then perhaps you don't have the right to tell us that we need to give up our Assassins because you Warrior-types feel infringed upon, and because the spellcasters don't like having to watch what they're doing, ne? We gave you a reason already. The Assassin allows an instagib character that takes an absolute minimum of skill to use. For example, I'm primarily a backline player. You could probably stick me in a 'sin and expect me to play it as well as any other.

Quote: You've answered it for your self. Actually no, besides the 1234567 and amo thingy at which they are too good, assasins are overshadowed by other classes in every other role.

Quote:
Seriously...turnabout's fair play. If you want to render my investment of time and effort worthless, destroy my class without compensating me for it...what of yours do I get to destroy, hm? What about necromancers?

The Assassin's problem now is the same as it is a year before. Instagib combo.

Old argument.

And that's to say that sins still have instagib.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

I'm perfectly fine with that concept, Alex - as I thought I made clear. If leads and the vast majority of off-hands weren't total bunk, I'd use them, but seriously - I'd have to be a total ignoramus to bother with the current crop of leads and offs. As for buffing the variety of nasty shit an Assassin can do, good God yes. I would dearly adore being able to have that variety of disruption options when I play Assassin - much as I enjoy the one-shot burial technique, I wouldn't mind being able to switch my emphasis every once in a while. And really, that shot about my skill was uncalled for. If you feel that I'm just another idiot wanting to preserve my cheapness, well...that's yer issue, no?

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

Quote:
Originally Posted by LaserLight
And really, that shot about my skill was uncalled for. If you feel that I'm just another idiot wanting to preserve my cheapness, well...that's yer issue, no? Ooh, dear.
It was directed at the gimmicky crap that Assassins are on - 1234567 SP spikes, and SoJ sins - and not at you.

moriz

moriz

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

Join Date: Jan 2006

Canada

R/

how sins should be balanced? if you really want to know what i think... here's the condensed version:

offhands: given additional function OUTSIDE of a combo. for example - falling spider.

off-hand attack:
if you strike a knocked down foe, you inflict poison for x seconds and strike for +xdamage. if you strike a moving foe, you do no damage but target foe is knocked down. all your other off-hand attacks are disabled for 8 seconds.

all lead attacks and dual attacks: all other lead and duals are disabled for 8 seconds.

i'm never the most effective communicator, but what i'm trying to do is to have off-hand attacks do something outside of a chain to increase the utility of assassin builds. the "disable all other" condition is primarily to dissuade the offhand>dual>offhand>dual attack chains we've been seeing, as well as trying to keep the length of the chains down.

each offhand can have a different effect. here i used falling spider and gave it a bull's strike effect without the damage. other offhands can inflict poison, bleeding, cripple, +energy, +hp etc. the point is trying to have the assassin be more similar to the warrior in terms of utility, and not just some finger twitch spiker.

this will allow sins to lose the instagib ability and still be viable characters, because they can finally contribute something other than a frontloaded 560+ damage spike. in fact, sins can take 1 lead, 1 dual, and 2+ offhands just for the utility they can provide.

unfortunately, the effort it takes to go into every offhand and make it do something outside of a combo is a monumental task. doing this will balance the profession, but most likely won't happen.

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

Quote:
Originally Posted by moriz
how sins should be balanced? if you really want to know what i think... here's the condensed version:

offhands: given additional function OUTSIDE of a combo. for example - falling spider.

off-hand attack:
if you strike a knocked down foe, you inflict poison for x seconds and strike for +xdamage. if you strike a moving foe, you do no damage but target foe is knocked down. all your other off-hand attacks are disabled for 8 seconds.

all lead attacks and dual attacks: all other lead and duals are disabled for 8 seconds.

i'm never the most effective communicator, but what i'm trying to do is to have off-hand attacks do something outside of a chain to increase the utility of assassin builds. the "disable all other" condition is primarily to dissuade the offhand>dual>offhand>dual attack chains we've been seeing, as well as trying to keep the length of the chains down.

each offhand can have a different effect. here i used falling spider and gave it a bull's strike effect without the damage. other offhands can inflict poison, bleeding, cripple, +energy, +hp etc. the point is trying to have the assassin be more similar to the warrior in terms of utility, and not just some finger twitch spiker.

this will allow sins to lose the instagib ability and still be viable characters, because they can finally contribute something other than a frontloaded 560+ damage spike. in fact, sins can take 1 lead, 1 dual, and 2+ offhands just for the utility they can provide.

unfortunately, the effort it takes to go into every offhand and make it do something outside of a combo is a monumental task. doing this will balance the profession, but most likely won't happen. I really like that idea. Since the uproar of the Sin changes recently I've spent just a little time, probably not enough, to play around with Sin skills and try to make different combos.

I find my self resorting back to GPS > TF > FS > BoS as that's the most damaging combo I can do, compared to the L-O-Ds that I've tried, there isn't enough damage compared to a O-D-O-D that it's not ideal to take anything other than a O-D-O-D. I'd like to see Sins break out of that chain as it's often a fragile combo in exchange for power. If anything the L-O-D offers is the ability to be spammed with little risks of failure, i.e. not satisfying conditions.

GFS > WS > DB is a 4-4-2 recharge, and it's less damage but nearly guaranteed to follow through. Thinking out-loud as I type, but what you've said is a great idea. Equal benefits to using a L-O-D vs O-D-O-D, or more reasons to use L-O-D over O-D-O-D. I've learned that a Sin can either kill a slightly weakened foe or nearly kill a foe to where not much is needed to finish them off.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by MercenaryK
GFS > WS > DB is a 4-4-2 recharge, and it's less damage but nearly guaranteed to follow through. Thinking out-loud as I type, but what you've said is a great idea. Equal benefits to using a L-O-D vs O-D-O-D, or more reasons to use L-O-D over O-D-O-D. I've learned that a Sin can either kill a slightly weakened foe or nearly kill a foe to where not much is needed to finish them off. The problem would be in finding a "slightly weakened foe" (which isn't really "slightly") that you can kill presently with an L-O-D chain that's unprotted, and "nearly killing a foe" doesn't cut it, while Assassin support is pretty limited and gimmicky. And the fact that O-D-O-D can kill with much more efficiency and consistency. That's the state now, anyway.

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

Quote:
intelligent posters such as Moriz and LightningHell i lold irl

instagib is needed for the game to not be boring. i wanna see bodies dropping! anywho, ive got a new flail sin that rapes face.

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Quote:
Originally Posted by LaserLight
Why should Assassin players suffer the destruction of their class, the complete devaluing of the hundreds of hours and platinum they've sunk into their character, simply because the existence of the Assassin partially devalues other characters? And not even by that much, judging by the complete lack of Assassins in any field of play higher than Alliance Battle. Every GvG I've observed recently has been devoid of even /A, and trust me. I've looked.
Anyways. No, I know that the so-called 'instagib' likely shouldn't have been introduced - though even that I find trouble agreeing with. After all, why should it be a guarantee in this game that you can't die in a hurry? Perhaps you're meant to actually take measures to prevent that sort of quick death, rather than simply crying foul and trying to force ArenaNet to destroy the class. You cant realize why then you are bad.

Clarissa F

Krytan Explorer

Join Date: Nov 2007

Fighters of the Shiverpeaks

Me/Mo

nice. I came to read a sin debate, and I see a flame fest. I'm on Guru, so why do I expect more? At least Lightning tries to argue a point intelligently. Moriz? Each post degenerates till you end at, "you are stupid because....you are stupid." Good job. Not that the insults that "stimulated" you are any better.

As far as instagib. They can't nerf the sin too much, just because of pve, which is where GW's money is. If it weren't, they wouldn't be using the full MMO model for GW2. Hell, a halfway decent Mesmer can kill of a sin. something as easy as Empathy or Clumsiness kills him off. They are not overpowered.

moriz

moriz

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

Join Date: Jan 2006

Canada

R/

everyone who wants to read something meaningful, please head this way: http://www.guildwarsguru.com/forum/s...php?t=10223966

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by X Cytherea X
oohh, struck a nerve, did i? lol seriously, all you do is try to sound intelligent and fail, and then try to sound hostile and fail at that too.


you really need to expand your vocabulary. or get laid. the latter is near impossible tho. X Cytherea X you have currently implied that your vocabulary is outstanding, and that you have a firm grasp of the english language. As literate people are educated people, you can then prove to us all how being laid will help anyone.
You cannot actually prove it as its a superficial argument, keep to the facts instead of pulling absurd statements out of your ass.
If you think being laid, makes people smarter or more mature I suggest you get laid a thousand times as you need the maturity boost probably as much as I.


Moriz, the stupidity comments are unneeded, the old-fashioned Posting of a face palm image will do. Also if you want to be more efficient, feel free to add kittens, to back up your arguments.

Div

Div

I like yumy food!

Join Date: Jan 2006

Where I can eat yumy food

Dead Alley [dR]

Mo/R

I can't believe I read through that wall of text. Sins are a bad concept to begin with. If Anet was smarter and wanted an Asian themed character, a samurai with two-handed swords (kinda like a mix between warrior sword utility and hammer warrior damage/defense) would've been better. End of story.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by holymasamune
I can't believe I read through that wall of text. Sins are a bad concept to begin with. If Anet was smarter and wanted an Asian themed character, a samurai with two-handed swords (kinda like a mix between warrior sword utility and hammer warrior damage/defense) would've been better. End of story. And what if they made Samurais attacks follow a chain

And they can Dual attack with their blades.

= Doesn't matter what class they implement >.>, if they implement it wrong.