Fix'ing Assassin Utility

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

I know one first look my suggestions to shadow stepping appears to be a huge nerfing. But from other angles it can be seen as a buff:

- Greater mobility in out out of battles. For example, Shadow Meld could have potenial is splits, in theory.

- easier to switch target or abort attack, with shadow stepping, if you go to someone, then find yourself trapped, your screwed. With these stances, you have a chance to spot things.

- Flexible and multipurpose, for example, Shadow Prison as your elite, as a shadow step, all you can do is snare one foe, that's all. With this stance, you can snare, but you can also use it as your general running stance between areas, saving room on your bar, another example of the better mobility.

Simply put, an offencive shadow step can only be used offencivly, and offence stance can be used for defence to an extent.

Making all shadow steps require skill and positioning is near impossible. I challenge you to come up with a better balance solution. And I personally feel that an assassin version of Bull strike would be far greater than you current Scorpion wire suggestion.

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

Shadow Step still requires some positioning; not as much as say using a IMS and then sprinting towards your target gun-ho, but you would want to shadow step at the perfect moment to unleash your combo, not just whenever it's recharged...

And if you happen to shadow step and find your self in an 'oh shit' situation, well........ learn when and when not to shadow step. Our frailty is the balance to a huge offense at our disposal. Shadow step skills typically have a high energy cost, a high recharge, or a counter effect [skill]Shadow Walk[/skill] such as being unable to cast enchantments.

Switching to IMS stances, which typically have short recharge, would allow the Assassin to go in, realize "Wow I screwed this up" and escape, without paying the price for a mistake. Keep Shadow Stepping as is, as it ends up being an all-or-nothing situation, and that requires judgment.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

That's not positioning, just moderatly decent timing, anyone can do that. Shadow Stepping Promotes gimmicky insta kill spikes BECAUSE of that all or nothing factor. Apart from Monk self defence as return, shadow stepping have only found there way into gimmicky instabg - whatever crud.

Recall splits - take no skill
Shadow Prison sins - take no skill
AoD shock - is debatable, but certainly takes less skill than other spliters
Augury of death in caster spikes - little skill, example is deadly art spikers.

There can be little justication for there existance.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Shuuda
I know one first look my suggestions to shadow stepping appears to be a huge nerfing. But from other angles it can be seen as a buff:

- Greater mobility in out out of battles. For example, Shadow Meld could have potenial is splits, in theory.

- easier to switch target or abort attack, with shadow stepping, if you go to someone, then find yourself trapped, your screwed. With these stances, you have a chance to spot things.

- Flexible and multipurpose, for example, Shadow Prison as your elite, as a shadow step, all you can do is snare one foe, that's all. With this stance, you can snare, but you can also use it as your general running stance between areas, saving room on your bar, another example of the better mobility.

Simply put, an offencive shadow step can only be used offencivly, and offence stance can be used for defence to an extent.

Making all shadow steps require skill and positioning is near impossible. I challenge you to come up with a better balance solution. And I personally feel that an assassin version of Bull strike would be far greater than you current Scorpion wire suggestion. Greater or not dismissing the fact that Scorpion wire, is the shadow step with the most positional awareness is almost indisputable.

Increasing its affect from 100 to 200m makes it a fully positional shadow step. One that can be removed in the time it takes to run, or the target could kite and activate it Before your ready >.> Throwing off your damn timing.

And leave shadow Meld alone >.> its my friend.

Do whatever the hell you want to the others ( I dunno about aod)

but leave Shadow meld and scorpion wire as shadow steps >.> They are my friends T_T *huggles*

Also.

turning offensive Shadow steps to half-range = Works the best.

Keeping defensive/Deaths retreat/Shadow meld And the exception Scorpion wire.
Are fine.

Deaths retreat saved my life once in pve >.>

Stupid mother....afflicted explosions.

Maybe Yan...can Grace us =P
With his ideas or opinions on everything lulz.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Tell me, apart from a few niche builds, Scorpion wire and Shadow meld never get used? Scorpion wire is my friend, and I want him viable.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Shuuda
Tell me, apart from a few niche builds, Scorpion wire and Shadow meld never get used? Scorpion wire is my friend, and I want him viable. Scorpion wire is your friend...so why change him completely?
Shadow meld is fine, the reason its not used is...why bring some survival....(although its not as good as recall in a sense) when you can just kill the damn target who threatens your survival with SP or SoJ >.>

heres scorpion wires desc
For 8...18...21 seconds, the next time you and target foe are more than 100' apart, you teleport to that foe and that foe is knocked down. This spell has half the normal range. 5 energy 1 second cast 30 recharge

Pretty lame for a 1 second cast.
Cons.
1 second cast time
Any good ranger/mesmer will interrupt it. Its half range!
30 recharge.
Half-range, thus you have to be in visible range, not just spell casting range
1 time use.
Have to position yourself 100 apart or have the opponent kite 100 apart.
pretty lame duration to recharge ratio without high specs in DA.

150/200' apart = More position required, bigger risk in the fact, that they can kite 200' all teh way to their monk who will just remove it before it can activate =P
3 second knock down= Good reward to balanec out chance of failure.
20 second recharge = not short enough for 3 second recharge to devastate constantly.
Still half -range, thus you can still see them near you and means they still have to run all the way (past caster range) before it activates.

Currently 100' is pretty much cast range >.> from half-range? Not far....but not worth the 30 second recharge.

I AM adding your idea however.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Scorpion wire as it is now is lame, even if the recharge was shorter, no one would use it, because, why would you want to use something that is that complex to get working, when Shock/ Bullstrike does is more reasonably. Any buff that keeps it the same style as it is now will get it used more, unless it's overpowered.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Shudda hear me out.

Lower recharge to 20, able to be used more.
Increase effect range to 150' or 200', 200 = 2 aggro bubbles, 150' = 1 and 1.5 of a caster bubble...not hard to meet with dash buff I showed.

3 second knock down makes it worth it...3 second knock down every 20 seconds and it shadow steps you...while not as great as bull strikes...its not a horrible skill at 150' . 200' may be overkill.

Also...you don't need to activate Scorpion wire right away, you could just use it and then a cover hex.
Unload your combo on the unsuspecting foe... give em a spike...if they survive...there going to start kiting (unless there a monk...who will kite for about 1.5 seconds and then start removing cover hexes)
As soon as they start kiting, press x... then dash.. and run out... there on the floor at your mercy for 3 seconds.

Or you could just let em kite away in AB =P

I did add your stuff tho.

And changed my idea for swap.

I also gave you your own section =P

Alex the Great

Alex the Great

Jungle Guide

Join Date: Feb 2007

America.....got a problem with that?

[Lite]

W/

Quote:
Originally Posted by JR
Fixing assassins to make them other than an entirely one dimensional class would require a complete overhaul. You may as well just remove them from the game and be done with it.
I don't care who you are, but that sugestion is getting old, unoriginal, and downright lazy. This class is many peoples favorite, how would you like it if they removed YOUR favorite class. I agree there is a problem but it can be fixed

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

I almost for got a skill:

Heart of Shadow - For x - x seconds you move 40% faster and the next time you take damage, you gain xx - xxx health.

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

It just seems like all these IMS changes for Shadow Steps gives too much windows of opportunity for the opposition to react. And cripple & hexes can counter that IMS, while a shadow step gets you to your destination despite having conditions/hexes.

It would just make the Assassin kite-able and never reach their target, especially with Cripshot Rangers. Heck, those IMS speeds, save for the 7% differences, can be countered with another IMS from the opponent.

There's no chasing down with the current Shadow Steps. Your changes would just make the Assassin's life full of grief while trying to chase down a target rather than enforcing critical positioning.

If anything Assassin's need to work with their team instead of trying to continue instagib by themselves, since that doesn't currently work against so well.

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by Alex the Great
I don't care who you are, but that sugestion is getting old, unoriginal, and downright lazy. This class is many peoples favorite, how would you like it if they removed YOUR favorite class. I agree there is a problem but it can be fixed That probably has nothing to do with the effort the community is putting up, but more of ArenaNet either not trying to balance the game anymore, or being afraid to rock the PvE boat for the sake of PvP.

Of course, nerfing Sins to oblivion would definitely rock the PvE boat, hence ANet not taking any action.

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

Quote:
The unseen fury one >.>....im sorry what!?
"I would just run
Signet of midnight, Signet of Malice unseen fury....SPIKE.
it has the word "fury" in it. doesnt it make you think rrrraaaarrrgghh im hitting you really fast! note that the ias+unblockability would only trigger for blinded foes.

Quote:
Scorpion wire...Is...fine as a shadow step....1 of the nicer ones. it's awful... too unwieldy. you have to apply it from 1/2 range and then...run away -_-. your target can just chase you so it wont activate, lol. check out my version.

btw, the "change all shadowsteps to IMS" nerfs are dumb.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Quote:
Originally Posted by X Cytherea X
it has the word "fury" in it. doesnt it make you think rrrraaaarrrgghh im hitting you really fast! note that the ias+unblockability would only trigger for blinded foes.
Backbreaker sounds like your putting someone in a wheel chair, but it doesn't in the game, for a reason.

ll goose unit ll

Ascalonian Squire

Join Date: May 2007

The Sons of Zues

W/Rt

Quote:
Originally Posted by holymasamune

Maybe, NOT buff sins since they're already retardedly powerful? some stuff for sins DO need buffs.. thats why its almost all AoD or SP.. those two still need to be nerfed but if that happens sins def need other stuff to be a LOT better.. otherwise they really are useless..

odly

Krytan Explorer

Join Date: Jan 2006

N/

The only thing I'd really want for my assassin is a fast recharging offensive shadow step. (Skill or stance). I'd love to jump arround more. Give death's charge 10 sec recharge and I'll be a happy trooper.

X Cytherea X

Wilds Pathfinder

Join Date: Feb 2006

A/Mo

i agree, they should add a new unlinked skill, shadowstep: shadowstep to target foe. 5e 1/4c 10r. (no other effect)

Smilin' Assassin

Smilin' Assassin

Krytan Explorer

Join Date: Apr 2007

Cantha

Pixies O Wickid Nawtyness [pixy]

A/Me

hmm.. Moriz has some very .. revolutionary ideas, but I think they are too radical too see anything near implementation anytime soon ..
.. the variants provided here by ensoriki are less dramatic, but still, I think just small changes are the way to go for the short-term ..

Now, as for assassin utility, better to focus on the prof specialty, the Crit Strikes line ..
*well it's easier for one, less variables in considering cross-class abuse from other prof's
*and it's the assassin's own, so helps define the class in general

So here's a few of my ideas:

[skill]Black Lotus Strike[/skill]~ no comment ..

ok this one is gimped and needs either it's energy cost or gain, or hexed-requirement-to-hit fixed .. have tried to keep it in builds, but Lotus Strike is almost always a better choice, except before TempleStrike, or after, you guessed it, a hex-that-snares .. (and even then, I'd rather BMS)

[skill]Deadly Haste[/skill]~ agree with the OP here, affects touch-spells as well

~ either that, or nerf a bunch more cross-class skills to halfrange to give it more scope, yea right ..
~ and better keep it just at spells (Blackout every six seconds~! gimme~@)
*have tried to make builds with this in it, but in every case, Deadly Paradox is far superior simply cos most decent halfrange skills are in the DeadlyArts line ..
.. which brings me to:

[skill]Deadly Paradox[/skill]~ move this skill to the Critical Strikes line

~ now that's Paradoxical~!

[skill]Fox's Promise[/skill]~ when this skill ends, you shadowstep back to the location where you last cast it

*allows a gtfo option, defensive shadowstep is ftw:}

[skill]Locust's Fury[/skill]~ add +25% IAS; this skill ends when you use a skill; when this skill ends you shadowstep to the location it was cast

*ok ok a bit extreme~? but yay, our own IAS~!
*of course this will not be seen without preConjure/Warmonger, or a barfull of adren skills, that's why the shado-return ..
soo, will this turn our lil letteropeners into a freakin chainsaw~? will its use with a scythe be considered abuse~? .. opinions, flames, etc ..

[skill]Malicious Strike[/skill]~ add an interrupt if it hits a foe with a condition

*interrupts = more utility ..

[skill]Seeping Wound[/skill]~ also triggers on Crippled/Deep Wound

*ok less synergy with those, but every bit helps ..

[skill]Sharpen Daggers[/skill]~ for 30 seconds, each critical you score causes bleeding for 5-13 seconds

*yea this almost reverts it to its original, Factions-release description ..

[skill]Twisting Fangs[/skill]~ reduce recharge to 12sec

so might compete with Augury/Impale for your DeepWound source ..

[skill]Beguiling Haze[/skill]~ add: target foe is interrupted ..

~ a universal interrupt I mean, not just spells .. &/or Daze could maybe be increased ever-so-slightly ..
*ok this is not in the Crit Strikes line, but my post on this a few pages back got lost in the six-way flamefest ..
*I think cost/recharge are on par, a Mesmer Elite that interrupted and induced a brief Daze would have similar specs (without any shadostep o course~!)

Quote: I was thinking more on the lines of Crippling Shot, but YAA comes into this aswell.

Quote:
Originally Posted by odly
The only thing I'd really want for my assassin is a fast recharging offensive shadow step. (Skill or stance). I'd love to jump arround more. Give death's charge 10 sec recharge and I'll be a happy trooper. ~ o and yes a simple quick-recharge no effect shadostep would be lovely, but would be competing with Shadow Walk .. and Swap/Spiritwalk would be made redundant ..
edit: maybe a halfrange shadostep .. hmm

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

A half range... shadow step signet with 10 recharge =P lulz.

Smilin your locust fury idea however is the worst thing in your post.

Assassin's cannot be given IAS access in pvp.
And in PVE, we have critical agility.
However....maybe something like and you have +35% armor penetration...

Sniffy

Ascalonian Squire

Join Date: Mar 2007

The Legionanire

A/D

Originally Posted by holymasamune

Maybe, NOT buff sins since they're already retardedly powerful?


Dude, I missed it. Darn! Sins were overpowered and I missed it. Maybe not.

Let's look at it this way.

Name *one* class that cannot counter assassins. Go ahead. I dare ya.

Saying sins are imba would be like saying the War backbreaker spike is imba. Why aren't people complaining about that? I mean, they charge adrenaline *and* are doing pressure damage at the same time, then *whammo* and you're stuck on your behind for *4* seconds doing, rather literally, squat. Generally speaking a little ias on the wars part, and he can kill you before you stand up. Gee that's so imba. No, it's not. There are readily available blocks, blinds, interrupts, insidious parasite what have you to stop it. So could someone please explain why sins are overpowered, but wars who can kill you with backbreaker (and have more armor) are not?

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Quote:
Originally Posted by Sniffy
Originally Posted by holymasamune

Maybe, NOT buff sins since they're already retardedly powerful?


Dude, I missed it. Darn! Sins were overpowered and I missed it. Maybe not.

Let's look at it this way.

Name *one* class that cannot counter assassins. Go ahead. I dare ya.

Saying sins are imba would be like saying the War backbreaker spike is imba. Why aren't people complaining about that? I mean, they charge adrenaline *and* are doing pressure damage at the same time, then *whammo* and you're stuck on your behind for *4* seconds doing, rather literally, squat. Generally speaking a little ias on the wars part, and he can kill you before you stand up. Gee that's so imba. No, it's not. There are readily available blocks, blinds, interrupts, insidious parasite what have you to stop it. So could someone please explain why sins are overpowered, but wars who can kill you with backbreaker (and have more armor) are not?
Sigh, you just don't get it do you, just stop, no one wants to have to explain it over and over and OVER AND OVER again, so please. Go read posts about sin in the gladiator forum, there you will find your answer.

Sniffy

Ascalonian Squire

Join Date: Mar 2007

The Legionanire

A/D

No I don't get it. I have read the gladiator forum. No one, anywhere I have searched, you or anyone else, has explained satisfactorily how sins are overpowered. I mean, if you or someone else can refute my argument, I'll shut up. Not only that, but I'll join your side for the progressive nerfing of assassins into oblivion. After that, how about we move on to Rangers?

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Sniffy
No I don't get it. I have read the gladiator forum. No one, anywhere I have searched, you or anyone else, has explained satisfactorily how sins are overpowered. I mean, if you or someone else can refute my argument, I'll shut up. Not only that, but I'll join your side for the progressive nerfing of assassins into oblivion. After that, how about we move on to Rangers? I didn't think assassins were IMBA, until I tried an IAS on one.

Once I put the IAS on 1 I went wow >.>.

Take the IAS from the sin, one less thing to complain about.
A sin with an IAS, hits extremely fast since assassin's pretty much have the fastest naturally attack speed in the game. This is harder for monks to prot/defend against because they see him come to them, the sin has already activated his Off-hand a split second after the warp, due to human reflex's the monk is now going to press RoF/guardian/Prot spirit... boom its on the floor because the assassin's hitting faster, Falling Spider or BSS, and then... BoS and Impale. They are dead.
Lets see the skills the assassin has used

O-D-O-D and impale, 5 skills for the killing, IAS, that he will not use in any way other than that spike >.> Thus a 1 trick pony >.> since once he's done that spike he goes away contributing nothing else to the game until his spike is ready.
Shadow Prison, not only did he jump from caster range to Melee in a split second.
He's snared you at the potency of a water snare, the best snares in the game.

That's really piss ass annoying/

If
1. Assassin's had no access to a IAS except Locust fury (which doesnt work on skills so not a problem) and critical agility (Pve only) Theres 1 problem dead.
2. If SP wasn't the potency of a water snare...another problem dead.
3. If the assassin wasn't solely using 5 skills all for 1 target and then slinks off because he knows he's now useless... another problem dead.

The assassin comes in, your dead, leaves and does nothing else for 17 seconds (it took 2.8 or so seconds to kill you)

SoJ sins.
Cannot be blocked, Knocks you on the floor about twice/more.
Degens you with poison, Armor ignoring spike (signet of toxic shock)
Deep wound from augury of death.
Armor ignoring from Signet of Judgement and KD.
about 80/90 damage to 60 AL target from DD spammed with very little interrupt time.
Deadly paradox.

Deadly paradox dies, this entire combo becomes Inferior.
Entangling Asp, common knowledge, its crap without paradox.
DD common knowledge, its not IMBA without paradox.
Signet of toxic shock common knowledge, its not imba without paradox.

Caster sin's with paradox have caused a problem as long as DP has existed.

Blinding surge Sins with BSurge Signet of shadows (more armor ignoring) and DW and! KD's (1 less) and armor ignoring spike from Toxic shock.

Lets look at the damage.

100 armor ignoring damage from Toxic Shock. -4 life degen (8 hp a second) from poison. 90 damage from DD. 35 damage from Blinding surge (and armor penetration, and possible AOE blind) and 90 damage spike from signet of shadows.
So far thats 300+ damage. Then we have Augury of death = DW thats another 100 damage. So thats 400 damage.
Then we have the fact that Entangling is a KD.

So for 2 seconds they are on their ass unable to do absolutely anything but a stance. Which are generally ineffective as its a spell and signet.
DP was 50% activation and recharge at that time so DD was already recharged.
so another 90 Damage. + in the 4/5 seconds this combo took you took 32/40 damage from Poison.

so with that thats 523/533 damage from the entire combo in which will recharge in about 5 seconds >.> So you can spike em again if they live.

THIS IS not counting that they could have iron palm..which will KD you again.

BSurge is dead now, but now there is SoJ, another KD and damage.

Notice how thats 523 damage in 4-5 seconds not counting iron palm which would make it about 562 damage?

Todays sin is pretty much JUST as potent.

The base hp you get is 480, this can be increased to 600, but sometimes people run 1 major a simple -35 hp loss so 565 hp.

Your combo kills them the SECOND it is done from entanglings poison....even less time.

Most of the time they were on their ass and could do absolutely nothing to stop you.
Thats why caster sins are imba.

Dagger sins....pretty much just as bad but no KD hell, and blockable and affected by blind.
Or they are blockable without Expose Defenses.
Then its just they can be blinded >.> 1 counter.
Other is prot...but they warped to you ... you had little time to see them, unless you were scanning the field...but your busy protting your team mates.

If your not a monk ....you won't heal that.

First IAS and DP die. Then we both sin utility.

Sniffy

Ascalonian Squire

Join Date: Mar 2007

The Legionanire

A/D

It is not the assassin class that is broken. It is the assassin overabuse of other classes iass. All that would have to be done is make the speed dagger attack skills not affected by speed buffs (like I've said before), *not* a major nerf of the assassin class to compensate for those builds which use IAS. So, I guess yes, I was wrong, assassins are overpowered in that respect, but all that requires to fix is my suggestion or someone else's. The assassin class is not overpowered, in and of itself, it is it's combination with other classes IASs. Other than SoJ sins which I have already spoken against.
So are win in agreement or did I miss something? That basically everyone mainly thinks assassins are overpowered when combined with IAS, or do people actually think that assassins in general are overpowered?

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Sniffy
It is not the assassin class that is broken. It is the assassin overabuse of other classes iass. All that would have to be done is make the speed dagger attack skills not affected by speed buffs (like I've said before), *not* a major nerf of the assassin class to compensate for those builds which use IAS. So, I guess yes, I was wrong, assassins are overpowered in that respect, but all that requires to fix is my suggestion or someone else's. The assassin class is not overpowered, in and of itself, it is it's combination with other classes IASs. Other than SoJ sins which I have already spoken against.
So are win in agreement or did I miss something? That basically everyone mainly thinks assassins are overpowered when combined with IAS, or do people actually think that assassins in general are overpowered? I believe its the IAS and Deadly paradox that makes them IMBA.

Others say its all that AND shadow steps.

I don't think shadow steps other than shadow prison are truly dangerous.
Shadow prison being the strength of a water snare and teleportation is frightening.

Some say its the sin in general, which makes their points pointless since in general the sin has alot of useless skills and line.

Wastrels collapse is the worst elite in the game.
Mirror'd defence is a gamble thats not truly worth it.
etc.
Cept for Critical strikes/dagger mastery sin is pretty lame (save siphon speed)
If it wasn;t for IAS, DP and shadow steps.
The sin has nothing, IAS and DP we can live without, shadow steps too.
No reason to remove the ShaSte though.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

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% Apart from Dash.
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.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

>.> no.

Shadow prison interrupt and cripple >.>

Just make it a longer duration version of Dark prison with less recharge.

Ergo 20 recharge 25% snare probably last for like 16 seconds at 12 Deadly arts =P

If I cannot escape from using Dash on any skill that is not from Ice mastery. Im pissed.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Quote:
Originally Posted by ensoriki
>.> no.

Shadow prison interrupt and cripple >.>

Just make it a longer duration version of Dark prison with less recharge.

Ergo 20 recharge 25% snare probably last for like 16 seconds at 12 Deadly arts =P

If I cannot escape from using Dash on any skill that is not from Ice mastery. Im pissed. Well, the interruption is just to make it on bar with other elite crippling skills. Remember than under my suggestion it is an IMS.

In fact, with an interrupt, in theory it could be a great skill for splits. It interrupts troll, gets you places fast, stop people going fast.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Shuuda
Well, the interruption is just to make it on bar with other elite crippling skills. You mean like YAA

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by ensoriki
I don't think shadow steps other than shadow prison are truly dangerous.
Shadow prison being the strength of a water snare and teleportation is frightening. Shadow steps, while not being "imba", remove the positioning aspect from melee.

Hence.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by LightningHell
Shadow steps, while not being "imba", remove the positioning aspect from melee.

Hence. to an extent.
Shadow steps do have their limitations however, while that probably means nothing to you guys. Im just stating that.
If its not imba >.> then lets salsa (god im random)

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

IAS after teleporting AND snaring is overpowered considering the dmg and speed of Sin chains. But without even one element, I think not.

Just disable stances on SP (DP too, taking Black Mantis Thrust into account) and it's fixed.

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by ensoriki
to an extent.
Shadow steps do have their limitations however, while that probably means nothing to you guys. Im just stating that. To such an extent that most shadow steps are pretty gimped, and the ones that are used are omgimba.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by LightningHell
To such an extent that most shadow steps are pretty gimped, and the ones that are used are omgimba. Most people also don't realize shadow shadowsteps ARE affected by body blocking.
Shadow steps only work if the person can actually walk to that location, if something is blocking him from getting there, he cannot shadow step there, under any circumstances. Or at least thats how it has been for me.

I dont think many are imba except for perhaps Shadow Prison.

And my distaste for that skill derives from the potency of the snare.

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

Shadow Steps allow me to by pass the angry frontliners, typically the warriors and dervishes, and any other obstacle that may hinder my task of pressuring/killing my target.

Please, don't make me run through them. My only survivability is my 70AL armor and a monk behind me that I hope doesn't get interrupted.

Ditch the IMS, and Critical Strikes makes me run faster? While we're at it, let's give Shadow Arts the passive ability that per attribute there's a .5% chance per attribute of a hack deleting the Sin character, and Deadly Arts a 2% chance per attribute of changing our account passwords.

And ensoriki, is that true? I mean, it seems like it isn't right, not to my experience, or what I've seen. I've watched Sins teleport through walls to get to their target... O-O

Kaida the Heartless

Kaida the Heartless

Desert Nomad

Join Date: May 2006

N/

I think Shadow Prison should heal you as well. Then you can have a snare, a hex, a step, and a heal all in one! Since 5 seconds were added onto the recharge, completely ruining the skill and making it unusable, it should also give you a 33% IAS enchantment as well. Then you don't have to worry about a secondary profession, AND you can use all those silly Lotus skills too!

/end sarcasm

No, seriously, it's the bar compression that breaks that stupid skill. More specifically, the snare part.

Every sin bar has to start with either a knockdown or a snare just to get the target to sit still for you. Otherwise, you get kited into a failed gib.

At this point, I would almost rather have the skill knockdown instead of adding a hex snare.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Almost? I'd die for that. KD is snaring AND interrupting, gimme dat.

Shuuda

Shuuda

Forge Runner

Join Date: Jul 2006

Guildless

Me/

Quote:
Originally Posted by ensoriki
You mean like YAA
Please, don't make me run through them. My only survivability is my 70AL armor and a monk behind me that I hope doesn't get interrupted.

Ditch the IMS, and Critical Strikes makes me run faster? While we're at it, let's give Shadow Arts the passive ability that per attribute there's a .5% chance per attribute of a hack deleting the Sin character, and Deadly Arts a 2% chance per attribute of changing our account passwords. My whole idea helps assassins self survive better, with a little something called KITING. Giving the effect to shadow arts would make it rather imba, there is a good reason why only Primary attributes get the effects like that.

LightningHell

LightningHell

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

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by Bobby2
Almost? I'd die for that. KD is snaring AND interrupting, gimme dat.
Replace "interrupting" with "not being able to do anything", and that's pretty accurate.

Quote:
And ensoriki, is that true? I mean, it seems like it isn't right, not to my experience, or what I've seen. I've watched Sins teleport through walls to get to their target... O-O As long as the gate is open.

Which hardly matters if you're talking about usual flagstands since you don't get lots of body walls anyway. It's more relevant in ganking.

Quote:
I dont think many are imba except for perhaps Shadow Prison. I should rephrase; I don't mean imba, but gimmick.

Shadow stepping gives a melee character the ability to bypass much of the positioning needed for melee, a major part of playing a melee character. Hence, most of them are gimped enough that they're unplayable, and the few ones that are playable are imba (i.e. Shadow Prison).

Red_Dragon56

Red_Dragon56

Frost Gate Guardian

Join Date: Oct 2006

N/D

I don't see why Shadow Prison HAS to be a shadow step AND a snare. Why not just make it a snare that gives you speed. Oh wait, we have that, Siphon Speed. Well make it an Elite Siphon speed then. It's really the fact that not only does it snare but it doesn't allow even nearby monk to remove it. Either that or give it some sort of condition first. (ex. If target is above 75% health he/she moves whatever% slower.)

However since it hasn't been fixed I always bring [skill]hex breaker[/skill] if I have a Mesmer secondary/primary and know I am going into assassin territory.