how to fix assassins

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Quote:
Originally Posted by zknifeh
1) i dont use either and in order to get the adrenaline from those u have to be in the fight... they cant get u adrenaline BEFORE the fight... think about it
2) no matter wat HP they have, after my last attack skill they only really have enough hp for 1 more hit
3) i threw u an example that can kill a person in a few skills, once again i must repeat its not for GvG therefore its not for a team
4) the dagger mods matter, as u first posted u had "SHINY" daggers and all i said the "SHINY" doesnt matter... as in the skin itseld
5) i believe you are the one in denial and just want whatever is best for U
6) whirling D was the first skill that came to my mind and by saying u can use that i meant just use w/e block skill u want and no i dont GvG since its not my kind of play type
why must u look at everything from the "assassins are overpowered so lets neft them" point of view? 1) You must be fighting noobs, good players would do things to lessen the damage.
2) Oh yes, Im in denial, and so are all the Competent PvPers in the gladiator arena section. Go ahead, try and justify that sin are balance in that section.

/growwearyofarguingwithsinfandoyz

Sniffy

Ascalonian Squire

Join Date: Mar 2007

The Legionanire

A/D

Okay.

So is the concept of mildly-damaging spikes (think: 1/2 to 3/5 of a character's health) with somewhat low energy cost and low recharge, along with high amounts of disruption and other utility "worth the trade", if designed correctly?[/QUOTE]


At this point I would say an enthusiastic "Yes."

The problem with Assassins, is if they get the kill, people go "Wow! Sins are so overpowered! They take no skill to play! It's just 12345 or however long their chain is.
If they don't get the kill, they are, usually, stuck in a lousy position , with bad armor, running and screaming. Ok, not really. But if they don't get the kill, at this point, they are a largely useless (IE underpowered) class.

Which is why I would suppport their move to moderate spike short recharge spikes, with utility, and healing.

As long as Assassins can kill from full health in one spike, people who can't figure out how to stop it will whine about it, yet you can't just take away sin spiking ability, give them nothing else and say "Ok, they're balanced now."

On another note,
I guess I don't really understand the 123456 sins have no skill argument. Sure, if you want to, you can play your sin that way. That makes you a bad sin. Either that, or you are exceptionally lucky.
In order for me to win, I always have to think about who to hit, when, and with what. When I started playing sin, I thought I could mash buttons and get kills. While you often can on a heavily pressured character, it usually takes more thought, timing, and skill than that.

If you still insist on the 12345 argument, then why are Warriors harder to play?
Wars must build up adrenaline.
Yeah? Gee, pressing c space is so much harder than 12345.
Then warriors (spike wars) do their chain. Maybe wars take more skill because they arrange their chain 34251. Beats me.
Pressure wars just use their pressure.
Look! Running foe! Wars do bull strike, sins do siphon speed. Or whatever variations.


This is not to bash warriors. Or sins. I think both classes require more skill to play than mashing buttons. But there is a limited amount of skill you can put into a game like this with current technology limits. I think they have, overall, despite our complaints, they have done an excellent job. Looking at other games, there are so many things about GW we tend to take for granted.
I'm guessing nothing, or not much will be done about sins in Guild Wars.
Hopefully though, we can present the Assassin argument, why they're good, fun, useful, necessary to game balance to keep casters from running rampant, etc to get them the placement they deserve in GW 2.

Sort of off topic, but are they coming out with another expansion before GW 2 that they could change sins in? Or does it go straight to 2?

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

There's no further expansions to be released. A-Net is going straight in to GW2.

This thread needs to be closed; it's too deep in the stupid flaming and crazy pulled out of ass ideas.

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

Quote:
Originally Posted by Sniffy

In order for me to win, I always have to think about who to hit, when, and with what. When I started playing sin, I thought I could mash buttons and get kills. While you often can on a heavily pressured character, it usually takes more thought, timing, and skill than that.
then u press 123456. ZOMG itzzzz xooo harttt !!!!!!111!!!eleven1111!!
Quote: Wars must build up adrenaline.
Yeah? Gee, pressing c space is so much harder than 12345.
Then warriors (spike wars) do their chain. Maybe wars take more skill because they arrange their chain 34251. Beats me.
Pressure wars just use their pressure.
Look! Running foe! Wars do bull strike, sins do siphon speed. Or whatever variations. you're bad. Don't post about something you have no idea about.

Quote:
This is not to bash warriors. Or sins. I think both classes require more skill to play than mashing buttons. But there is a limited amount of skill you can put into a game like this with current technology limits. I think they have, overall, despite our complaints, they have done an excellent job. Looking at other games, there are so many things about GW we tend to take for granted.
I'm guessing nothing, or not much will be done about sins in Guild Wars.
Hopefully though, we can present the Assassin argument, why they're good, fun, useful, necessary to game balance to keep casters from running rampant, etc to get them the placement they deserve in GW 2. except for rits, dervs, paras,sins and necros, everything is good.


Quote:
There's no further expansions to be released. A-Net is going straight in to GW2.

This thread needs to be closed; it's too deep in the stupid flaming and crazy pulled out of ass ideas. QFT.
Why wasting time on it?Just nerf them into oblivion, who cares? Ppl can still find fun in pve with buttons smashing. Since every reasonable suggested change that removes "avatar of Narutard" from sins is protested.

Cloze plz

Sniffy

Ascalonian Squire

Join Date: Mar 2007

The Legionanire

A/D

then u press 123456. ZOMG itzzzz xooo harttt !!!!!!111!!!eleven1111!!

So you just push your *six* attack skills without any thought on how you're actually using them and whether or not your target is the correct one or whether you should wait another 2 seconds for the optimum spike? Just curious. I personally consider the actual chain to be anti-climactic. If I've done it right, positioned myself right, and timed it right, I might get a kill, I might not. If you just push your buttons in order, and I can guarantee you will fairly rarely get the kill.

you're bad. Don't post about something you have no idea about.


Such a classic. Insult a person without telling what they did wrong. It makes the insulter look smart and the insulted look dumb. If you can explain what I said wrong, I'll take the insult. If you're just calling people noob because they disagree with you, I don't care.

I also suport the closing of this if people are just going to flame other people and are not going to constructively point out what is wrong (or not wrong) with assassins and try to think of potential useful fixes.

Shuuda

Shuuda

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Join Date: Jul 2006

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Quote:
Originally Posted by Sniffy
then u press 123456. ZOMG itzzzz xooo harttt !!!!!!111!!!eleven1111!!

So you just push your *six* attack skills without any thought on how you're actually using them and whether or not your target is the correct one or whether you should wait another 2 seconds for the optimum spike? Just curious. I personally consider the actual chain to be anti-climactic. If I've done it right, positioned myself right, and timed it right, I might get a kill, I might not. If you just push your buttons in order, and I can guarantee you will fairly rarely get the kill.

you're bad. Don't post about something you have no idea about.


Such a classic. Insult a person without telling what they did wrong. It makes the insulter look smart and the insulted look dumb. If you can explain what I said wrong, I'll take the insult. If you're just calling people noob because they disagree with you, I don't care.

I also suport the closing of this if people are just going to flame other people and are not going to constructively point out what is wrong (or not wrong) with assassins and try to think of potential useful fixes. Not that I enjoy flaming, or being a retard (LOL who am I fooling?) But your post and lack of brainpower when it comes to PvP makes the Baby Jesus cry. Stop. PLEASE.

ensoriki

ensoriki

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Join Date: Aug 2006

Canada bro.

A/D

This is just in theory as I can't read peoples mind.
First thing everyone wants >.> Is for sin's to not be able to take an IAS and Deadly Paradox to die. When those things are now unusable for the assassin (or DP changed so that its not hurting the game). I think the problems will die down for a bit.
We will hear a couple "thank you zombie jesus" then get down to more problems.

Really its hard to give an accurate prediction of things now, considering almost every sin and its mom is running an IAS or Deadly Paradox.

Shadow Steps don't have to go. If critical strikes raised the crit chance by 2% or 3% instead of 1% we could raise the Energy costs for shadow steps to about 15 for some of them. And some of the deadly arts skills wouldn't be such a high cost to the assassin.

Im guessing now that people are hoping to see builds like (Note may have shadow step in it

[card]Leaping Mantis Sting[/card] (Look at previous suggestion, doing more damage to crippled foes and after following a dual...something like 3-4 recharge)
[card]Jungle Strike[/card] (something like 3-4 recharge)
[card]Death blossom[/card]
[card]Impale[/card] (I dunno something like 8 recharge)
[card]Disrupting Dagger[/card] (put to something like 6 recharge)
[card]Shock[/card]
[card]Aura of Displacement[/card]
[card]Dash[/card] (with a duration buff to like 4/5 seconds or a recharge buff to 6)

Assassin goes in , Cripples,Unleashes combo, Can use shock or disrupting in between has DW, DB is his small spike.
Though this is the idea that the chain would be buffed so that the L-O-D is better
He'd have shock and Disrupting dagger as utility, Dash as an IMS, with AoD's 20 second recharge he's always mobile, and with a dual sin spike they are even more potent.

This would work even better if they changed Critical Strikes to giving 2%/3.5% chance to crit per attribute or something.

Or if CT gave more energy or something then raise AoD to 15 energy and 15 recharge...
As it is now, the above combo probably fails.

With recharges being like this
Lead attack- very low recharge
Off-hand Very low...tad high recharge
Duals -- very low (DB case) -- high (like 10 seconds)

Just get the IAS out of the sin's hand, do some shit to paradox. And sin's in pve won't soffer because they will not have low recharge attacks and such.
If we gave things like
[card]Mark of Insecurity[/card], There stances and enchantments also cost an additional 5 energy... on top of its duration killing effect. Great we'd see that more.

Topic doesn't need to be closed, if people stop flaming.
And people give an earnest view of both sides.

Amalek

Frost Gate Guardian

Join Date: Sep 2006

Too Cool For Morale [flag]

Quote:
Originally Posted by Sniffy
If you still insist on the 12345 argument, then why are Warriors harder to play?
Wars must build up adrenaline.
Yeah? Gee, pressing c space is so much harder than 12345.
Then warriors (spike wars) do their chain. Maybe wars take more skill because they arrange their chain 34251. Beats me.
Pressure wars just use their pressure.
Look! Running foe! Wars do bull strike, sins do siphon speed. Or whatever variations. It's pretty clear you know nothing about warrior, so please try not to post stuff like that, k?

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Guys chill out. I'm not a warrior expert >.> Not a huge fan (made 1 yesterday though)

Warrior's are considered to take more skill because.
Without shadow steps the warrior can be seen running at them, which the monk then puts up prot spirit and tells the warrior to go cry in a corner. Then the warrior brings /D rending touch and tells the monk to stfu >.>

Warrior's cannot unleash their spike right away, or their utility generally as they need the adrenaline.
While the warrior is whacking mindlessly he's doing good DPS. When hes about to spike the warrior can then activate frenzy, start and then hit Shock when he sees or predict the monk casting a spell, to stop from helping a team mate or itself.

The assassin with shadow steps doesn't need to run up to an enemy, instead he appears behind them scaring em. Then he unleashes a 4/5 skill combo.
Heres the thing.

If warriors dedicated their skillbars in the same way sin's do, they could be almost or just as potent. Problem? most warriors will not sacrifice all their survival or utility on one target that could fail.

The current IMBA sin builds just take the intelligence out of assassin's because they rather go insta-gib and take a gamble then bring any kind of utility or anything else =P

Well im probably not right >.> since im not a warrior fan.

Bobby2

Bobby2

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Versatility on Sins. Pretty dreams!

I enjoy my Moebius builds no end as I enjoy pressuring (training) foes.

Ran an Axe Warrior too. He generally did a better job at that playstyle.

I play Sin because it's cool.

I hate instagibSins! Though it is the very thing they were made for, since no other class can beat them in this regard, I'd like them to lose a little on that level - and indeed GAIN SOME GDDMN VERSATILITY. To me, it'd be well worth it.

ensoriki

ensoriki

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Join Date: Aug 2006

Canada bro.

A/D

The build I posted if it was buffed.

Would have the sin's doing damage every 3-4 seconds.
Every 8 seconds they do a full spike (not as strong as todays SP shit spike...but it's far more usable and more managable for BOTH sides)
With leaping mantis sting doing + 3......9....12 damage to crippled foes
and +....6....12..15 if it follows a dual attack leaping having something like 1/4 cast time or something (making it faster than the basic attack)

Jungle strike doing something like
If it hits...same stuff (instead of must follow a lead)
+3...7...12 damage if it follows a lead attack.

Means the spike is always stronger...The second time, do to Leaping doing more damage hitting a crippled foe (so after you crippled with leaping...if they are still crippled when you use it again...MORE damage) and you would hit after a dual attack on your second thing making Leaping even stronger!
thus right away the sin won't do some horrid damage, they'll have to go through it the first time >.> and with impale 8 second recharge, they have to decide...DW now or DW the second time when the spikes stronger. If they don't have the time because they are dying and need to bail...its DW now and leave... let someone else get em.

AOD lets the sin get around and when he's not using AOD do to 20 second recharge, he's dashing around.

I'd love to take out AOD, and put Mark of insecurity in there some where with the
There enchantments and stances cost 5 more energy clause.
Piss off flaggers when there enchantment ends in about a second... Im running up to them in dash... and then cripple em ....heh

Iinstagib sucks because I don't like running some fun builds and then ending up dead because I don't take the IAS and SP

Sniffy

Ascalonian Squire

Join Date: Mar 2007

The Legionanire

A/D

<sigh> Next time I'll be sure to spell it out. Oversimplifying sins to 12345 is the equivalent to simplyfying spike warriors to how I simplified them. Neither one of them is pure button mashing IMHO, I think there's a lot more to playing each class than that, but I'm just weird like that.

ensoriki

ensoriki

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Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Sniffy
<sigh> Next time I'll be sure to spell it out. Oversimplifying sins to 12345 is the equivalent to simplyfying spike warriors to how I simplified them. Neither one of them is pure button mashing IMHO, I think there's a lot more to playing each class than that, but I'm just weird like that. that argument can be valid if they are not running SP sin/ Soj sin.

Otherwise >.> Sorry my friend.

That argument is also invalid if they have an IAS 80% of the time.

Sniffy

Ascalonian Squire

Join Date: Mar 2007

The Legionanire

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Well, yes if you're just running the TS or SoJ sin you could probably just mash buttons. Though if you play right, unless you're hard up for energy/already fighting something else, you know what's coming, so that type of button spamming is easy to stay alive against (unless you build lacks block, blind, selfheal, condition removal etc.)

ensoriki

ensoriki

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Canada bro.

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No build is activating its condition removal if its on its ass.
No build can block Through Expose defenses.
Selfheals aren't used alot once you get further and further trough pvp.
Blind means nothing vs Soj Sins.
Block means nothing vs Soj Sins.
Condition removal means nothing vs Soj Sin (your on your ass remember)
Self heal means nothing vs Soj sins (your on your ass!)

Bobby2

Bobby2

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Eh. My current Moebius build runs both [skill]Exhausting Assault[/skill] and [skill]Distracting Blow[/skill]. I've been able to put up quite a fight against both SP and SoJ Sins, they have been tough but I've been victorius just as often as they. If their chain does not complete they are damn worthless and technically you need 1 (-----1------!!!!!!) close-range interrupt (SoJ post-Augury) to ruin them. Forgive me but that's not too much too ask from ANY class. If this becomes common practice, 123456(2222)-Sins will be far more precarious as to when to use their skills ---> slower/non-kills. Everybody happy!

ensoriki

ensoriki

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You will not be beating any SOJ sin, if they see you first.
Unless you shadow step from caster-range.

Deadly paradox also makes almost any skill they use hard to interrupt.
it was horrible before, now its just pretty damn hard.

Sniffy

Ascalonian Squire

Join Date: Mar 2007

The Legionanire

A/D

No build is activating its condition removal if its on its ass.
No build can block Through Expose defenses.
Selfheals aren't used alot once you get further and further trough pvp.
Blind means nothing vs Soj Sins.
Block means nothing vs Soj Sins.
Condition removal means nothing vs Soj Sin (your on your ass remember)
Self heal means nothing vs Soj sins (your on your ass!)

1.True, but you have a period of time after Augury kicks in when fighting SoJ that you are not sitting, and if you use (my personal favorite is Mending Touch) that in and of itself can pretty much save you by getting rid of deep wound (and poison but particularly deep wound).
2. Expose Defenses has been nerfed to such an extent, I haven't seen a sin with it in a looong time. That said, you don't try to block through Expose Defenses. Rangers d-shot, necros insidious etc. Monks prot spirit/reversal of fortune. Though granted a lot of builds would die to expose with a decent chain involved (I'm guessing you would have to use SP or monks would just /laugh remove hex guardian, what do you do if you get hit with, say conjure phantasm+nightmare and you have no healing? You'll die. If you don't counter a specific build, or have the raw survivability to get through the pressure/spike you will die to anything. If you're a mesmer with Ether Feast, and you don't have a monk or anti-war, the war (if he's worth his salt) will kill you. Same with sins.
3. I'm not sure I understand what you were saying in this one.
4/5. This is why people have such a problem with SoJ sins. They keep treating them like melee instead of casters. I love dazing them and watching them be helpless. However, I would like to state, once more, I do *not* think the SoJ build is balanced, and it should be nerfed, I'm just saying it's not as hard to survive against as everyone seems to think.
The few times I did play TS in RA, target monk would stand up in time to cast Reversal of Fortune, just as I did Impale, and then heal, so unless I had a coordinated team (rofl it was RA remember) the monk would survive. Granted this was only monks who knew what they were doing/facing. So at the time I just figured they were overrated. But right now, I'm glad TS sins are gone, I just want the basic sin skills back (just make dagger attack skills not affected by IAS) or a rework of the assassin class. And since the latter isn't likely to happen, I'm rooting for the former.

Shuuda

Shuuda

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I'd like to make a few big changes to my Suggestions.

1) All IMS than are more than 33% will be reduced to 33%
2) Critical strikes will give an extra 1% IMS to all these stances for every point in the attribute (eg, at 12 CS, you get an extra 12%, fo all 33% become 45%, a 25% becomes 37% etc)

-This is mainly to preven abuse by secondary proffessions, and buff it up further for assassins. And give CS something that isn't Luck based.

3) Shadow Prison now interrupts and cripples, the recharge is 10 seconds.

Lol, posted it in the wrong thread, oh well.

ensoriki

ensoriki

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Canada bro.

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why the hell would critical strikes give 1% ims.

That would be shadow arts.

Also why the hell make dash suck?

Also.... you couldn't use temple strike in RA well?

>.> pfft.

Shuuda

Shuuda

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Quote:
Originally Posted by ensoriki
why the hell would critical strikes give 1% ims.

That would be shadow arts.

Also why the hell make dash suck?

Also.... you couldn't use temple strike in RA well?

>.> pfft. Ok Dash can stay as 50% (62% IMS....) It's more logical for balance sake to put the IMS boost in CS, only primary attritubes get effects like that (all non primary get no interent effect)

On the subject on SoJ sin, interrupting them is possible, but unless you hit them with Power leak or Distracting shot, it's near pointless. The best three options woulbe be:

1)Stand next to him as a ranger and D shot his asp, removing this poison for a while. Standing next to him gives the best chance to interrupt.

2) Hit him with P leak, kill his energy.

3) Diverson on asp or dancing daggers.

ensoriki

ensoriki

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Canada bro.

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Interrupt or not... its about 534 damage in 5 seconds.

Shuuda

Shuuda

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yes, but good players ain't just gonna let you do that are they, they'll distrupt you, and prot themselves.

ensoriki

ensoriki

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Join Date: Aug 2006

Canada bro.

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Like I said.

Deadly paradox makes disrupting a pain in the ass.

its not your measly 1 second cast time anymore >.>

Shuuda

Shuuda

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Quote:
Originally Posted by ensoriki
Like I said.

Deadly paradox makes disrupting a pain in the ass.

its not your measly 1 second cast time anymore >.> True, and it does make dancing daggers near impossible to stop via interrupting (although I have done so on my mesmer) Asp is the best skill to target if your going to prevent it via disrupting.

ensoriki

ensoriki

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Join Date: Aug 2006

Canada bro.

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Quote:
Originally Posted by Shuuda
True, and it does make dancing daggers near impossible to stop via interrupting (although I have done so on my mesmer) Asp is the best skill to target if your going to prevent it via disrupting. You know what mind games are Shuuda?

Sometimes I cast DD twice in a row before Asping.

Twice I've seen people hit Distracting shot predicting that I would asp and instead Missing it because I used DD.

Then they die. Then I got bored of Signet sins >.>

Shuuda

Shuuda

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Quote:
Originally Posted by ensoriki
You know what mind games are Shuuda?

Sometimes I cast DD twice in a row before Asping.

Twice I've seen people hit Distracting shot predicting that I would asp and instead Missing it because I used DD.

Then they die. Then I got bored of Signet sins >.> Most Rangers (good ones) Use either Savage or Magebane alongside D shot. So one mistake can be made.

One thing that helps interrupting is enlarging the enemy casting bar.

Oh, and I am speaking on the assumption that the person disrupting is a moderately good player.

ensoriki

ensoriki

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Canada bro.

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I like disrupting with small enemy casting bars >.>
Makes me feel pro.

Shuuda

Shuuda

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Quote:
Originally Posted by ensoriki
I like disrupting with small enemy casting bars >.>
Makes me feel pro. "Luke, use the force, let go of your feeling." meaning, interrupting them without the enemy casting bar will make you uber pro, right?

ensoriki

ensoriki

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Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Shuuda
"Luke, use the force, let go of your feeling." meaning, interrupting them without the enemy casting bar will make you uber pro, right? No doubt about it.

Anyways.

IMO sin dagger chains all need this clause added.

If this follows a dual attack......

This makes leads better the second time around.

Off hands should all be if it hits.
Then some clause if it follows a lead.

That or if they stay as they are now....buffs please.

GPS needs damage reduction by a small bit.
And inflict burning if it follows a lead. Thus evening out the damage nerf.

Black spider strike should have 10 energy again, poison duration decreased.
If this attack criticals you apply weakness.
If this follows a lead attack...

Make criticals have more use and Lead attacks give more bonuses.

This makes the Idea of L-O-D better because
1) bar compression
2) L-O-D spells LOD, = Light of Deliverance = Delivering awesome sauce = Lol shutup ensoriki
3) More room for utility!! WOO
...to bad the utility sucks...booo.

Lead attacks should probably all be 1/4 cast time or something.

We could make shadow prison.

Target Foe is hexed with shadow prison and slowed down by 33% for 3....13..15 seconds. Shadow step to a random area Nearby target foe.

The sin won't shadow step straight to the foe now.
They will warp near by, still giving them better movement than the warrior.
As a simple execution of dash will get them there.

Bobby2

Bobby2

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Quote:
Originally Posted by ensoriki
We could make shadow prison.

Target Foe is hexed with shadow prison and slowed down by 33% for 3....13..15 seconds. Shadow step to a random area Nearby target foe.

The sin won't shadow step straight to the foe now.
They will warp near by, still giving them better movement than the warrior.
As a simple execution of dash will get them there. You could just Shadow Walk-Siphon Speed, you know. If Dash is necessary to support your SP suggestion (and it is) I'd run this combo instead of your now-crap Elite. 'random area Nearby target foe' --- I lawld

ensoriki

ensoriki

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Canada bro.

A/D

Quote:
Originally Posted by Bobby2
You could just Shadow Walk-Siphon Speed, you know. If Dash is necessary to support your SP suggestion (and it is) I'd run this combo instead of your now-crap Elite. 'random area Nearby target foe' --- I lawld
my point exactly.

Bobby2

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Why would you want to -completely- ruin it?

ensoriki

ensoriki

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Canada bro.

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Quote:
Originally Posted by Bobby2
Why would you want to -completely- ruin it? Heh its not completely ruined.

Its just not as good.

Moving from Caster range to Nearby range in 1/4 of a second = Not bad.
Snaring them and Nearby to them = not bad.

Duration would get buffed Just means monks have more time to prepare.

Bobby2

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RANDOM area. 'Nuff said.

ensoriki

ensoriki

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well actually I guess it should be the nearby area Behind the target >.> since we always shadow step behind losers.

then we can lower Sp to 15 recharge lulz.

LaserLight

LaserLight

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Join Date: Nov 2005

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A/

Alright...leaving aside my issues with damage capability/style for now, and I do have them...I want to talk about this whole demolishing of all Shadow Step skills idea thing.

First of all, it's been mentioned in this thread how adept the top players in the game are at keeping track of a dizzying array of variables in their heads, with a glance. I find it unfathomable that such players wouldn't know, pretty much exactly, what aggro range from a green dot is even without the greyed area in your compass. Hell I've nearly got that and I freely admit to not being such an uber-1337 player as everyone in this thread telling me to shut up and delete my Assassin for a Warrior.

Therefore, I also find it unfathomable that the elite players who're doing most of the shouting don't know when an Assassin has gotten to Step range of any target they're in range of. Which allows them to stack their preprotting on whatever target the sin is most likely going for, discourage the spike, and save the day. Which is the reason I assume nobody uses Assassins in high-level PvP these days - it's as predictable for good people as normal IMS stances are for bad ones. The only advantage a Step skill gives is the ability to just bypass the frontline altogether - which is vital to being a good Assassin. People who don't think it's a big deal to have to charge through the frontline to get to the nice squishies are typically Warrior players, and nobody who has 140AL (100 base, 16 shield, 24 WY. 140.) on a regular basis is allowed to say squat to me about having to brush by other people to hit the real targets. No, I'm not saying it doesn't require skill - ye have to catch the madly kiting caster, which is never easy. Hell, I Dark Prison/Shroud of Silence and it still takes work to catch the damned creeps. What I'm saying is that anyone who can basically freely ignore enemy attempts to kill him really doesn't understand the words "70AL melee." 70AL melee means you either get by the enemy's frontline elements via Shadow Step or you get drilled in the face before you even get to half-range of the target. No, it doesn't take any real skill to Shadow Step to the target. it takes skill to know when and some skill to execute the kill. And then it can often take a truckload of skill to NOT DIE when the enemy frontline wheels and moves to hammer you.

Having played an Assassin without Steps in PvP, using just IMS stances and conventional snares - and before you yell, I've only played a Shadow Prisoner once, to say I had. I hate them with a ridiculous passion myself and am not arguing for their retention - I can safely say that IMS stances don't get the job done. They are not half as effective as a Step, and they do not allow you to bypass enemy defenders and strike critical targets, as the actual purpose of the Assassin is. You say that Assassins are supposed to be fast-moving killers. Not true. The killer part certainly is, but "fast-moving" is a flagger's job. And Assassins, as a general rule, aren't great flaggers. No, our job is simply to strike vulnerable targets. Warriors want to do that, but their first job is usually to hold the line and prevent your own casters from being slapped around. Dervishes are more offensive, with most of them designed to rampage through the line and blast things, forcing breaches that your own forces can take advantage of and sowing discord. At least, the Av of Mel ones are, and I haven't seen more than one in ten who aren't AoM. But again, they're trying to attrite rather than kill, wear down resources until the other side simply breaks. Assassins are the only class in this game who are able to, with any efficiency, bring down targets before that breaking point is reached, and as much as the balance people hate that, I think such a capability should always be here.

And if you take away our ability to hurt things at the same time that you get rid of our Steps, no amount of counterbuffing in the world will put Assassins on GvG teams over Mesmers. Because let’s face it, a ‘mildly’ damaging spike with a short recharge is pointless, because Assassins do not survive in the front of a battle. I pride myself on being able to get away from a bad fight more successfully than four of five other Assassins I’ve run across - and with nothing but Dash and good kiting to boot, no room for a defensive Step - and I still don’t dare strike a fighting target, or a well-escorted one. If I tried to stick around and wait for a second run-through of my chain I’d be a body on the floor before I was halfway through against anyone with two neurons to rub together, and everyone here knows it.

And before I ramble further, I’ll shut up and let everyone else tell me how horrible a noob I am. Again.

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

Word

*Dance Magic Dance Jump Magic Jump*

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Don't kill me if any of this is inaccurate.

Quote:
Originally Posted by Sniffy
At this point I would say an enthusiastic "Yes."

The problem with Assassins, is if they get the kill, people go "Wow! Sins are so overpowered! They take no skill to play! It's just 12345 or however long their chain is.
If they don't get the kill, they are, usually, stuck in a lousy position , with bad armor, running and screaming. Ok, not really. But if they don't get the kill, at this point, they are a largely useless (IE underpowered) class.
This is a point that has been realized by pretty much the whole of the PvP community - Assassins are either underpowered, or gimmicky-overpowered. There is no grey area; there is no in-between where they are balanced, as the mechanic of skills that guarantee instagib does not allow such.

Quote:
As long as Assassins can kill from full health in one spike, people who can't figure out how to stop it will whine about it, yet you can't just take away sin spiking ability, give them nothing else and say "Ok, they're balanced now."
It's not just "people who can't figure out how to stop it". It's that other classes have to do so much more to do such a thing.

And that it simply takes too little skill to do it.

Quote:
On another note,
I guess I don't really understand the 123456 sins have no skill argument. Sure, if you want to, you can play your sin that way. That makes you a bad sin. Either that, or you are exceptionally lucky.
In order for me to win, I always have to think about who to hit, when, and with what. When I started playing sin, I thought I could mash buttons and get kills. While you often can on a heavily pressured character, it usually takes more thought, timing, and skill than that. I'll focus on that, as you seem to think the argument is foiled by the fact that Assassins need such skills.

The fact of the matter is, all classes need such gameplay skills. The Assassin of course requires a basic level of gaming knowledge to play properly.

However, while other professions have other specific skills they need to utilize, the Assassin requires no other skill than the basics.

Quote: If you still insist on the 12345 argument, then why are Warriors harder to play?
Wars must build up adrenaline.
Yeah? Gee, pressing c space is so much harder than 12345.
Then warriors (spike wars) do their chain. Maybe wars take more skill because they arrange their chain 34251. Beats me.
Pressure wars just use their pressure.
Look! Running foe! Wars do bull strike, sins do siphon speed. Or whatever variations. Warriors need to pressure; staying on the frontline, knowing when to overextend, when to retreat, when to lineback, etc, is pretty advanced methinks.

Spike warriors don't have an instagib combo - they rely on their team to achieve kills.

At least it's more than picking an unprotted target then pressing 123456.

Quote: This is not to bash warriors. Or sins. I think both classes require more skill to play than mashing buttons. But there is a limited amount of skill you can put into a game like this with current technology limits. I think they have, overall, despite our complaints, they have done an excellent job. Looking at other games, there are so many things about GW we tend to take for granted. Yes, we take a lot of things in GW for granted. That's mainly because it's pretty much the only RPG game with a good PvP model; people complain a lot about balance due to players liking better balance. I agree that GW is (was, still probably is) an excellent game; the complaining community is just business as usual.

Obviously you don't actually roll your head on the keyboard and score kills. But you could probably play an Assassin with a single hand.

Quote: I'm guessing nothing, or not much will be done about sins in Guild Wars.
Hopefully though, we can present the Assassin argument, why they're good, fun, useful, necessary to game balance to keep casters from running rampant, etc to get them the placement they deserve in GW 2. Necessary to game balance to keep casters from running rampant...? I don't get you. Do you mean that Assassins keep casters from running rampant due to their superior damage?

If so, look at a Warrior.

Quote: Originally Posted by fireflyry So simple, yet so true.

Amazing people can't seem to get their head around this obvious class mechanic and instead repeat the mantra of 12345 Sin's being idiots or noobs when the class is designed for skills to be used in a consecutive manner.

Duh.

Blame the game design, not the player using it to it's highest potential in terms of DPS or effectiveness in game. Which is what we're doing, methinks.


Quote:
Originally Posted by LaserLight
Alright...leaving aside my issues with damage capability/style for now, and I do have them...I want to talk about this whole demolishing of all Shadow Step skills idea thing.

First of all, it's been mentioned in this thread how adept the top players in the game are at keeping track of a dizzying array of variables in their heads, with a glance. I find it unfathomable that such players wouldn't know, pretty much exactly, what aggro range from a green dot is even without the greyed area in your compass. Hell I've nearly got that and I freely admit to not being such an uber-1337 player as everyone in this thread telling me to shut up and delete my Assassin for a Warrior. It's mainly not the ability to track a character; it's more that Assassins have a reasonable range of threat even when in their own midline, and a positively huge one when he decides to step up a bit. It's also due to that that Assassins are "skillless".

Quote:
Originally Posted by LaserLight
Therefore, I also find it unfathomable that the elite players who're doing most of the shouting don't know when an Assassin has gotten to Step range of any target they're in range of. Which allows them to stack their preprotting on whatever target the sin is most likely going for, discourage the spike, and save the day. Which is the reason I assume nobody uses Assassins in high-level PvP these days - it's as predictable for good people as normal IMS stances are for bad ones. The only advantage a Step skill gives is the ability to just bypass the frontline altogether - which is vital to being a good Assassin. People who don't think it's a big deal to have to charge through the frontline to get to the nice squishies are typically Warrior players, and nobody who has 140AL (100 base, 16 shield, 24 WY. 140.) on a regular basis is allowed to say squat to me about having to brush by other people to hit the real targets. No, I'm not saying it doesn't require skill - ye have to catch the madly kiting caster, which is never easy. Hell, I Dark Prison/Shroud of Silence and it still takes work to catch the damned creeps. What I'm saying is that anyone who can basically freely ignore enemy attempts to kill him really doesn't understand the words "70AL melee." 70AL melee means you either get by the enemy's frontline elements via Shadow Step or you get drilled in the face before you even get to half-range of the target. No, it doesn't take any real skill to Shadow Step to the target. it takes skill to know when and some skill to execute the kill. And then it can often take a truckload of skill to NOT DIE when the enemy frontline wheels and moves to hammer you. More trivial corrections first - usually Warriors have 80 +20 (Physical) and +16 (Shield). Warriors swap to elemental weapons to hit other Warriors, and nobody uses "Watch Yourselves!".

What you say when you say “freely ignore enemy attempts to kill him” is untrue. Linebacking is perfectly viable. Warriors also do not spend their whole time trying to smash that squishy's face in. They also have to lineback for their own team.

(Which reminds me, I read a sentence somewhere saying that the Warriors' role is to “hold the line and keep your squishies safe”, as that would imply that you're spending most of your time hitting the other frontline. I'd say it's more like “kill stuff and lineback when you need to.)

Yes, it takes no skill to shadow step to the target.
It hardly takes any skill apart from basic ingame knowledge to know when to execute your chain.
And no, it takes hardly any skill to press 23456 after 1.
It doesn't take any skill apart from basic ingame knowledge to not get killed afterwards.

I also ask you to remember that 70AL melee isn't inviable, if the cost is worth it; I'm guessing every Warrior has played a Thumper before, and so does know what a 70AL squishie is like.

Quote:
Having played an Assassin without Steps in PvP, using just IMS stances and conventional snares - and before you yell, I've only played a Shadow Prisoner once, to say I had. I hate them with a ridiculous passion myself and am not arguing for their retention - I can safely say that IMS stances don't get the job done. They are not half as effective as a Step, and they do not allow you to bypass enemy defenders and strike critical targets, as the actual purpose of the Assassin is. You say that Assassins are supposed to be fast-moving killers. Not true. The killer part certainly is, but "fast-moving" is a flagger's job. And Assassins, as a general rule, aren't great flaggers. No, our job is simply to strike vulnerable targets. Warriors want to do that, but their first job is usually to hold the line and prevent your own casters from being slapped around. Dervishes are more offensive, with most of them designed to rampage through the line and blast things, forcing breaches that your own forces can take advantage of and sowing discord. At least, the Av of Mel ones are, and I haven't seen more than one in ten who aren't AoM. But again, they're trying to attrite rather than kill, wear down resources until the other side simply breaks. Assassins are the only class in this game who are able to, with any efficiency, bring down targets before that breaking point is reached, and as much as the balance people hate that, I think such a capability should always be here. Ah, yes. There's where I saw that “hold the line” bit...

Bringing down targets before breaking point is okay, I guess, if implemented correctly. However, it's kinda hard to do so in terms of balance, and the current version of the Assassin definitely doesn't fit that description – it's more like “Press 123456 on a certain unprotted, important target. Wait for 20(5) seconds.”

Quote:
And if you take away our ability to hurt things at the same time that you get rid of our Steps, no amount of counterbuffing in the world will put Assassins on GvG teams over Mesmers. Because let’s face it, a ‘mildly’ damaging spike with a short recharge is pointless, because Assassins do not survive in the front of a battle. I pride myself on being able to get away from a bad fight more successfully than four of five other Assassins I’ve run across - and with nothing but Dash and good kiting to boot, no room for a defensive Step - and I still don’t dare strike a fighting target, or a well-escorted one. If I tried to stick around and wait for a second run-through of my chain I’d be a body on the floor before I was halfway through against anyone with two neurons to rub together, and everyone here knows it. In my opinion, it depends. I don't like shadow steps, since they reduce a lot of the need for proper positioning, and if implemented incorrectly can lead to other classes abusing such; however, as long as they cannot be abused in such a way that something not unlike the current Assassin appears – i.e. A gimmick that does not require any specialization or skill apart from basic ingame skill and is very inflexible, but has an end result that justifies the inflexibility (basically, since there is no such gimmick, shadow stepping cannot be really exploited to such an extent, and as such forcing it to be more balanced). Although I still think that shadow stepping removes a lot of the skill required.

Again, I refer to the Thumper to say that 70AL melee are usable, to an extent, if implemented correctly.

Quote:
And before I ramble further, I’ll shut up and let everyone else tell me how horrible a noob I am. Again. Let's try to avoid ad hominem fallacies in arguments.

fireflyry

fireflyry

Jungle Guide

Join Date: Jan 2007

New Zealand

A/D

Quote:
Originally Posted by LightningHell
Which is what we're doing, methinks. Don't take it personal, your one of the few people here who rebuts with both logic and reasoning.

Few.

P.S LaserLight for mod.

Or at least a big thanks for saying what I want to so much better than I either could or could be bothered at the time.

Nice one man, keep it up.