Breaking the Chain

ShadowbaneX

Wilds Pathfinder

Join Date: Jun 2006

Heroes of the Horn

A/Me

One thing that always confused me about the assassins combo chain was why was it that if a off-hand failed to follow a lead it automatically missed? Why is that? We've got highly trained killers here. Why is it that if they don't to things precisely in order that they automatically miss? I mean you kick someone in a streetfighter game is does so much damage, you follow that up with a punch it does even more, not automatically miss.

So why can't we change the assassin skills? I mean the skills should still hit, but perhaps they're just not as effective if they're not in a combo. What if, for example he change Twisting Fangs to look like this:

Twisting Fangs - Dual Attack 10E 15R
If this attack hits struck takes +10...18 damage. If this attack follows and off-hand attack that foe also suffers from Bleeding and Deep Wound for 5...17 seconds.

More examples might be:

Wild Strike - Off-Hand Attack 5E 4R
If this attack hits and stance being used by target foe ends. This attack cannot be blocked. If this attack follows a lead attack it strikes for +10...30 damage.

I'm not saying that all assassin attacks need to be changed this way, but in a few cases it would be nice.

Something else I thought of was the painful nerf to Horns of the Ox, and I thought of a way in where it can still be nerfed to prevent the insta-death that it used to be used for, but also not make it completely useless damage wise. As it is now, if your target is next to someone it's just a very low damage dual attack.

Horns of the Ox - Dual Attack 5E 12R
Must follow a off-hand attack. If this attack hits target foe takes +1...9 damage. If struck foe is adjacent to any allies, the foe takes an additional +6...18 damage. If not that foe is knocked down.

This wasy if the foe is alone he's kd'ed and doesn't instantly die. If the target is next to an ally they don't get knocked down, but get a decent damage bonus instead. NB: I was trying to find a way to word it in where this doesn't need to follow an off-hand (as per the other examples I've stated), but it's just sounded too awkward.

Other random examples going through the list, Black Spider could be strikes for +5...17. If that target is hexed it's poisoned for 5...17 seconds. Same could be for Falling Spider, but with KD'ed foes. Lotus Strike could be energy gain only if following a lead, etc.

[DE]

[DE]

Hugs and Kisses

Join Date: Oct 2005

Scars Meadows

Quote:
One thing that always confused me about the assassins combo chain was why was it that if a off-hand failed to follow a lead it automatically missed? Why is that? We've got highly trained killers here. Why is it that if they don't to things precisely in order that they automatically miss? I mean you kick someone in a streetfighter game is does so much damage, you follow that up with a punch it does even more, not automatically miss. It's because balancing around lore hurts the game way more than it could ever help it.

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

Then every single lead attack in the game would be worthless. GG

Biostem

Biostem

Jungle Guide

Join Date: Oct 2007

I'm confused - the icon for the off hand attack and dual attack is shaded unless I've hit w/ the prerequisite attack first. How are you using an off hand or dual attack w/o meeting the requirement?

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

This idea is wrong in many ways.
The only true reasoning, is that it makes sense. Balance and sense are not the same. It makes sense that poor countries would send children to war, its not balanced however in the children's favor.

It does not matter if you do not get a special condition.
If you allow people to spam dual attacks, they will do so, without care for those bonus conditions.
I can go L-O-D and get some nice conditions that help me kill
or I can go D-D-D and just plain kill them.

This entire idea of breaking the Chain is a tired and old discussion.
Few people actually put an intelligent idea or twist on the subject.
You are not one of those few unfortunately.

And since your idea is that it makes sense.
Doing more damage to someone, because they are beside someone, does not make sense.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Basically what we've been hearing from Moriz; using out-of-chain attacks for a secondary benefit.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Only thing is Assassins do not need that.
It wouldn't work well on assassins, at all.

Thus this breaking the chain nonsense is of no help to assassins, as breaking our chains does not help us, because every suggestion of breaking the chain includes having severely gimped damage (generally no damage)

Which would never work with 7-17 damage weapons.

Lorde

Lorde

Frost Gate Guardian

Join Date: Feb 2007

CCCP

R/E

I do agree the chain thing is annoying.. I guess thats why I loved asscasting. Being melee is hard enough without worrying about a broken chain.

My suggestion is to use a chain with low recharge time, or join the world of asscasters.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Welcome to the world of Moebius Strike. Who needs natural recharge anyway

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by Lorde
I do agree the chain thing is annoying.. I guess thats why I loved asscasting. Being melee is hard enough without worrying about a broken chain.

My suggestion is to use a chain with low recharge time, or join the world of asscasters. Wrong, you love Assacasting because its broken.
Deadly paradox got nerfed and you came "I need a replacement!!"

Assacasting pretty damn much follows a chain

Dancing Daggers,Entangling Asp,Signet of Toxic Shock

Might as well call em L-O-D >.>

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Quote:
Originally Posted by ensoriki
Wrong, you love Assacasting because its broken.
Deadly paradox got nerfed and you came "I need a replacement!!"

Assacasting pretty damn much follows a chain

Dancing Daggers,Entangling Asp,Signet of Toxic Shock

Might as well call em L-O-D >.> LOD in the truest sense, and I've encountered it

Augury-DD-EA-SoTS as normal... but apparently he didn't run Paradox as he followed up with Vampiric Assault-Impale

Now was that funny or what!?

RPGmaniac

RPGmaniac

Desert Nomad

Join Date: Aug 2005

Quote:
Originally Posted by Biostem
I'm confused - the icon for the off hand attack and dual attack is shaded unless I've hit w/ the prerequisite attack first. How are you using an off hand or dual attack w/o meeting the requirement? Press the button. It'll still activate but it won't hit because you didn't land the prerequisite.

samcobra

samcobra

Krytan Explorer

Join Date: Jan 2006

USA

Mo/Me

The reason that assassin skills have requirements for combo is because the skills by themselves would be way too powerful. For example.... Wild Strike.. unblockable hit + end stance every 4 seconds? ROFL

Similarly, the conditional effects of the assassin are in place exactly so that they will be conditional but have high reward. The problem with the assassin is when the condition becomes too easy to meet, the reward gets diminished. For example, synergy between deadly arts hexes and attacks requiring a hex have been a major focus of balance changes. As such, I don't think this is the right way to approach it. I do, however, believe that the assassin should have several viable builds to be able to take out about 500 health from a 60AL target in a few seconds.

The issue with almost all good assassin bars is skillbar space. There just isn't enough. To create a condition where you can do that much damage reliably in a short time pretty much takes up 6-7 skills in almost any assassin bar. Also, a huge portion of spikability comes from application of deep wound. As such, the assassin has very limited means to apply deep wound.

Basically, what it comes down to is that something simple like Eviscerate/Exectutioners can almost accomplish the same level of damage as an assassin with 2 slots versus 5 or 6. Generally, the strong spike power of the assassin has been taken to be balanced by their general inability to extend deep into the enemy to pressure like a warrior can. To overcome this, the assassin was given great mobility of field.

I honestly think that fixing assassins would need to involve diminishing returns on combo skills for the amount of damage or other conditional elements already done to the foe. This may include time between attacks.... "does x amount of damage minus x* the amount of time since the previous dagger attack used." Again, balance for the assassin is complex and plays on many factors, so a general rethinking of how many skills work would have to be done.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Um no...wasn't funny.

Anyways Breaking the Chain is stupid it actually gives no real benefits.
No way in hell Im breaking my current chain, to get some crappy stuff
When it only takes me 2-4 seconds to go through the chain in the 1st place and get the actual full strength. of it.

What your asking does 1 of 2 things.

1) Be completely useless because it sucks ass, Not just any ass, Fat man Ass.
2) Be Imbalanced, not just any kind of imbalanced, Avatar of Grenth,Avatar of Melandru,SP sin fused together (and the avatar buffs STACK) Kinda imbalance okay >.>
Lets see
Quote:
Twisting Fangs - Dual Attack 10E 15R
If this attack hits struck takes +10...18 damage. If this attack follows and off-hand attack that foe also suffers from Bleeding and Deep Wound for 5...17 seconds.
Okay...Why the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO am I using this?
Twisting Fangs ENTIRE POINT, is the Deep wound and bleeding, The + damage is just so that the skill does not become useless after one use. when will +36 damage at 10 energy and 15R, ever be used over +36 damage Deep wound,Bleeding at 10 energy an 15 recharge (EVEN if your just reapplying the conditions)
Quote:
Wild Strike - Off-Hand Attack 5E 4R
If this attack hits and stance being used by target foe ends. This attack cannot be blocked. If this attack follows a lead attack it strikes for +10...30 damage. Once again, why the hell am I using this
my weapons damage is 7-17 and Only does Great damage if it Dual strikes and criticals on both hits (dual strikes from Innate dagger ability)
I rather just switch to a target and get actual damage, using this on a warrior is like Finding out you have 1 day to live, you ask yourself "Whats the point".

Your horns nerf makes me cry too
Why would I want that Buff implemented, When A horns revert would not only be better, but do the same only simplified and sexier.


Conclusion:Each idea you put is entirely, not worth coding, the only thing of any interest was the Horns of the Ox Idea because it was a buff.
If you want the chain to be broken, unless you get an incredibly amazing fantastic idea, take a week and think it through instead.

You've also nerfed these skills damage thinking that your idea makes most of them imba.
Actually you stripped the core use of TF, and then Reduced its damage on Top of that.
Genius.

Lorde

Lorde

Frost Gate Guardian

Join Date: Feb 2007

CCCP

R/E

Quote:
Originally Posted by ensoriki
Wrong, you love Assacasting because its broken.
Deadly paradox got nerfed and you came "I need a replacement!!"

Assacasting pretty damn much follows a chain

Dancing Daggers,Entangling Asp,Signet of Toxic Shock

Might as well call em L-O-D >.> After grieving the loss of my lovely Paradox, I decided to create some other casting builds using a Sin.

I had more success then I expected... if you decide to use toxic shock or holy strike (for example) you have several ways to poison / knockdown your enemy, but if you want to go use Twisting Fangs (again, example) you NEED to go melee and start a chain.

When you have a dagger-chain you end up having it as your only source of damage. If there is a half-dead monk near you, you NEED to reach him and start you L-O-D... many times just -reaching- him took too long and I a simple "guardian" or "frenzied defense" saved him.

I -do- created a melee chain I got comfortable within (fox fangs - wild strike - death blossom) with some condition removal, blocking and regen but I fell like I am playing a warrior.

Asscasting opened a new way to play Sins to me, a more efficient one, at least for me.



I think Assassins chains are... "fine". But there are lots of way to counter melee in the game.

raddaman

Ascalonian Squire

Join Date: Apr 2007

A/

Why give up the ability to counter diversion easily simply because it makes sense?

Besides, there would be little benefit from not using it in order anyway, and if you give the strong effect, twisting's DW or wild's stance removal, there would be a little reason to use the attacks that precede it. If you give it a weak effect, then people would use it in order.

MercenaryK

MercenaryK

Frost Gate Guardian

Join Date: Jun 2007

What A Mess

W/N

Breaking the chain is gay. Because of the chain I can unleash so much damage it's not even funny, and there's other effects with the damage.

In the Warriors ....... useless? thread there was a discussion of warriors effectiveness in melee, and I think some aspects apply to other melee as well (dervish/assassin). Much more blind and blocking and anti-melee aspects have increased in size/amount used as GW progressed. It's no longer c+space bar.

Assassins have methods of countering block/blind, enchantments, and stances. Stripping that Monk of Guardian or Frenzied Defense now changes their priorities to high self preservation rather than their team.

ShadowbaneX

Wilds Pathfinder

Join Date: Jun 2006

Heroes of the Horn

A/Me

Sometimes I wonder about people that play assassins. They're truely so far into they're 1-2-3 button smashing to actually realise anything. Breaking the Chain is just the title, namely there to grab attention and give an idea what the post is about. It's beginning to become clear that perhaps it wasn't the best title, but it's too late to change that. Evidently a few people in here managed to get what I was talking about, but for the sake of clarity, I'll explain for thoroughly.

What I'm suggesting is that you can still use a chain to roughly the same effectiviness as it is now. However, with what I'm suggesting if one of your attacks gets interrupted, diverted or other wise stopped, you'll still be able to use your other attacks, although not to full effect.

As for the other comments about Moebius Strike/low recharge skills, here's the bar I've been playing with for a long, long time. It's not the greatest, but it suffices for what I play, which is PvE

[skill]Jagged Strike[/skill][skill]Wild Strike[/skill][skill]Twisting Fangs[/skill][skill]Horns of the Ox[/skill][skill]Moebius Strike[/skill][skill]Critical Eye[/skill][skill]Critical Agility[/skill][skill]Sunspear Rebirth Signet[/skill]

Attributes 12+1+1 Dagger, 12+1 Critical Strikes.

NOTE: I don't want this to degenerate into how my build sucks, or that it's missing a shadow step or blossom orwhatever, it's just here as an example for my reasoning in my OP.

Ok, so say I'm hitting a target, I start my chain, Jagged, Wild, when the oh-so-wonderful AI manages to Disrupting Shot my Wild Strike. What do I do now, just wait for 20 seconds spamming Jagged Strike, or go take a quick leak while auto-attacking? I mean with the loss of that one skill, I'm useless until I get it back. Samthing can apply with other assassin builds. They're very fragile to skills like diversion, ripost, etc. Take out on link in the chain and the assassin can pretty much to sfa until that kill is recharged. Yeah, sure caster sins can pull off some crap, but I'm just talking about dagger assassins.

With my idea, even with my off-hand being interrupted, I can restart the chain, in the middle of it if necessary, and then by using moebius get it up to full effect. So I hit Jagged, Wild gets locked down for 20 seconds. I then go in and hit Horns, which while being used at minimal effect because it doesn't follow an off-hand attack, (pay attention here because this is the important part) I CAN STILL DO SOMETHING OTHER THEN AUTO ATTACKING! (!) After that, I can chain in Moebius, hit Fangs, Moebius again, Horns, etc.

Yes, I fully realise that just being able to spam off the full ability of the assassins skills independant of their chains would be broken. However, I'm trying to give skills that would be fully useful when chained, but would allow the resumption of the chain if it's broken by something else.

On other thing that occured to me is the idea of adding to the chain going down. For instance a lead attack that says: "If this attack is followed by an off-hand attack, it does" effect x or +damage y...z. Just adding to things a little.

ShadowbaneX

Wilds Pathfinder

Join Date: Jun 2006

Heroes of the Horn

A/Me

NOTE: I know I'm double posting, but it's intentional. This post is assorted replies to people that have replied to me. It's long as this is the first time I've checked back to this thread since posting it. Feel free to skip it if you haven't replied. If you have replied and I didn't reply to your comments, my appologies as I feel that your comments are somewhat tangental and have nothing to do with the topic.

Quote:
Originally Posted by Marverick
Then every single lead attack in the game would be worthless. GG
No, ever single lead attack would be required to make the off-hand attacks (well most of them) useful to their full effect. Yes, you could just use the off-hands without the leads, but they'd be missing bonuses.

Quote:
Originally Posted by ensoriki It does not matter if you do not get a special condition.
If you allow people to spam dual attacks, they will do so, without care for those bonus conditions.
I can go L-O-D and get some nice conditions that help me kill
or I can go D-D-D and just plain kill them.

This entire idea of breaking the Chain is a tired and old discussion.
Few people actually put an intelligent idea or twist on the subject.
You are not one of those few unfortunately.

And since your idea is that it makes sense.
Doing more damage to someone, because they are beside someone, does not make sense. You could just spam your duals, but with the dramatically reduced effect and damage then it would take much, much longer to actually kill the target. As for people going and doing stupid stuff, well, we still see mending/frenzy/heal sig whammos aggroing half the map...

As for the Horns alteration, let's look at it another way, you go and hit someone. If they're standing out alone by themselves you can send them to the ground. Now you run up and hit someone that's standing beside someone (wall, fence, 200+ pound guy wearing 100+ pounds of steel) might it not hurt just a little more being crushed up against that object? Granted, it's a game yeah, so instead of the 350+ pounds of flesh, muscle and steel, it might be some 90 pound asian monk instead, but then again, it's a game. That old saying "caught between a rock and a hard place" is sorta what I'm thinking here. The assassin is the hard place and the 'ally' is the rock. If you're caught between that you're crushed for extra damage. If that rock isn't there you're simply knocked to the ground. As it is I think Horns without the KD is subpar, and I wouldn't mind it seeing something of a buff to make it more useful when the target you're hitting is next to friendlies.

Quote: Originally Posted by Bobby2 Basically what we've been hearing from Moriz; using out-of-chain attacks for a secondary benefit. Other way around actually. Using in-chain attacks for full benefit, but actually being able to USE out-of-chain attacks to lesser benefit when part of the chain is disabled.

Quote: Originally Posted by Lorde My suggestion is to use a chain with low recharge time, or join the world of asscasters. Quote: Originally Posted by Bobby2 Welcome to the world of Moebius Strike. Who needs natural recharge anyway While you could not know it before as I didn't post the build I use, this is exactly what I do and I'm supporting this idea even with low recharge lead/off-hand skills and moebius.

Quote:
Originally Posted by samcobra
The reason that assassin skills have requirements for combo is because the skills by themselves would be way too powerful. For example.... Wild Strike.. unblockable hit + end stance every 4 seconds? ROFL

Similarly, the conditional effects of the assassin are in place exactly so that they will be conditional but have high reward. The problem with the assassin is when the condition becomes too easy to meet, the reward gets diminished. Wild Strike is still unblockable and kills a stance every 4 seconds. The only difference is now is that I have to use Jagged first. When running up against a stance user, I sometimes hit just go hit another target, or if it's one I really want dead or there's no one left, I'll just sit there and spam Jagged until I do eventually hit and then I just go for Wild. Either way eventually that stance is coming down. With this method it just saves some aggrivation of waiting for pseudo-random numbers to decide that I've connected so I can get to Wild Strike.

The bold part is exactly what I'm talking about. I'm talking about still making it a long chain to get maximum effect, or shortening the chain, starting off in the middle somewhere to get reduced effect. I'm not saying that I'm only going to be running dual's and moebius, I'm still going to be keeping jagged and wild, it's just that should something happen to either of them, I think we should be able to do something other then pointless auto-attacking for -5.

Quote:
Originally Posted by ensoriki
No way in hell Im breaking my current chain, to get some crappy stuff When it only takes me 2-4 seconds to go through the chain in the 1st place and get the actual full strength. of it.

Twisting Fangs ENTIRE POINT, is the Deep wound and bleeding, The + damage is just so that the skill does not become useless after one use. when will +36 damage at 10 energy and 15R, ever be used over +36 damage Deep wound,Bleeding at 10 energy an 15 recharge (EVEN if your just reapplying the conditions)

Once again, why the hell am I using this
my weapons damage is 7-17 and Only does Great damage if it Dual strikes and criticals on both hits (dual strikes from Innate dagger ability)
I rather just switch to a target and get actual damage, using this on a warrior is like Finding out you have 1 day to live, you ask yourself "Whats the point".

Your horns nerf makes me cry too
Why would I want that Buff implemented, When A horns revert would not only be better, but do the same only simplified and sexier. ...

Due to the tone of this I originally just considered not replying to it, but I'm bored so I'll do it anyway...and what's more I'll actually give you the benefit of the doubt and not just assume that you're some 13 year old raging on hormones and feeling his immunity in his anominity.

First of all I'm not suggesting that you break your chain, far from it, I'm trying encourage their use more. However, this does not mean that your opponents through use of blocking stances, aegis, guardian, ripost, diversion or distracting shot or any other large number of skills WILL NOT BREAK YOUR CHAIN FOR YOU. In the event of this happening, and I know that it's semi-frequent in PvE and VERY frequent in PvP, wouldn't it be nice to do something. Yes, the entire point of Fangs is the Deep Wound and Bleeding, but, as with the idea if your chain got interrupted or broken, you'd at least be able to restart it.

As for Wild Strike, well, as I've said above, rather then just sitting there waiting for either a) the stance to end or b) to beat the odds and get a hit you can just jump right to Wild Strike, use it to lesser effect, end the stance and then get to the killing. I mean look at Wild Blow. It's 5E, 8R, causes you to lose all adrenaline and auto crits. For Wild Strike, well, there's no adrenaline loss, but there's still no blocking and the stance ends, so making it not autocrit is sort of a balance for the lack of the adrenaline loss.

As for Horns, they're not going to revert it and if you think they will you're probably dillusional. My adaptation would at least give it something back while still keeping it from being a major part of the instant death builds.

Quote:
Originally Posted by raddaman
Why give up the ability to counter diversion easily simply because it makes sense?

Besides, there would be little benefit from not using it in order anyway, and if you give the strong effect, twisting's DW or wild's stance removal, there would be a little reason to use the attacks that precede it. If you give it a weak effect, then people would use it in order. I'm not really sure I understand your first sentance, namely around the 'counter diversion' part. I'm trying to counter diversion (and other disabling skills) because if an assassin gets hit by those, they're pretty much completely shut down until they get it back. As for the other part, yeah, I do want people to use them in order. As I've said in other parts I primarily want to be able to restart my chains in the event of shut down, not just stand around sitting on my thumb.

smilingscar

smilingscar

Lion's Arch Merchant

Join Date: Oct 2007

Frontline Legion

Me/

You could just bring all lead attacks

Rather than having an out of order attack hit for less, I'd be happy if I simply couldn't activate the skill without having met the prereq. At least then I wouldn't waste attacks.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

See from what i understand your basing the function of this through pve.The fact that you can destroy an assassin through interrupting is important. If that removed it causes more problems to the game.

The current assassin in pvp (sorry, but it should be said)
deals devastating damage if he completes his chain.
The counters to this?
Blind,Block,interruption,Anti melee Hex.

What your asking is to remove Interruption from the equation.
Meaning that you can interrupt an assassin and he can still do damage to you, making the entire point moot.

When you interrupt a warriors adrenaline skill, he has just wasted adrenaline he built up. Adrenaline is not ready and willing like energy and thus interrupting the warrior while not the best way to deal with him is valid.
If you interrupt an assassin his combo is generally shut down unless he has prepared ways to get around that.
In pvp the number of times I have said myself only by interrupting the assassin's attack has to be at least over 70 times.
The number of times someone has beaten me by interrupting me has to be over 100. If my chain wasn't shutdown I would've won so much more games, and I would've lost so many as well.

If you take interruption out as a potent counter to assassin's your not only making pve easier for yourself but pvp harder for everyone else.

Many people have interrupted an assassin's chain, many people are glad they did.
In pve if interruption is so hard for you, Take assassins Promise or short recharging skills.

If you really are persistent on breaking the chain, your going to have to put more thought to it in my honest opinion.

As a primary assassin I can see what your saying and it would be helpful in some cases but.

You have weakened damages to account for this, on a class that does not need this
You have weakened the power of interruption.
You buffed an aspect of a class that does need a buff, creating potential imbalance.

ShadowbaneX

Wilds Pathfinder

Join Date: Jun 2006

Heroes of the Horn

A/Me

Ok, I can understand how interrupting an assassin's skill in pvp can save someone. While I don't pvp normally, I have played in AB (barely pvp, I know, but it suffices) with my monk and more importantly, my interrupt ranger. As the latter especially, I know that I have completely removed assassins from effective combat for getting lucky and d-shotting one of their skills...and it's that neigh complete shut down that I think isn't all that fair. As was previously mentioned by samcobra, what a shock warrior can do with eviscerate/executioners, an assassin needs 5+ skills to accomplish. That means by disabling 1 link in the chain, the entire chain, the entire skill bar, is useless until that skill returns.

Yeah, AP is one solution and I've used that in hard mode for some fun, but by and large, not the best solution, as all it takes is a single hex removal and you're, again, stuch there waiting for up to half a minute to do something. A warrior's skill gets interrupted, yeah, he losses adrenaline, but it doesn't take nearly as long to get that adrenaline back, whereas the assassin recharges, can be huge. Going back to d-shot or diversion, you take out eviscerate, sure that will hurt the warrior, but he's still got shock, executioners and a few other skills. What does the assassin have? 4+ skills that auto miss...and this isn't even to mention something like an ele. "Oh, no! I've lost a skill for 5-20 seconds! What do I do? Oh, yeah, I'll just burn them with my 5 other skills!"

My solution was to make some of the effects of the skills dependant, so that when they're used as part of the chain, they are as they are now, fully lethal and effective, they wouldn't be deminished, if used as they should be used. The reduced damage would have been if they were used outside of the chain, used so that in the event of a link being removed they can still DO something, rather then being completely ineffective. Perhaps you're right though, perhaps this would be too unbalancing in the pvp arenas, but I'm still frustrated when I'm sitting there, I've lost a skill and now I cannot do anything other then just auto-attack.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

The assassin and warrior are different classes.
Just because one can do something, does not mean the other should.
If an assassin does not like being shutdown completely from chain interruption
[card]Malicious Strike[/card]
Still not happy?
[card]Flourish[/card]

You need to lose the mentality that because warriors can do it, assassin's should to. If assassins have every perk a warrior does, why take a warrior?
Warriors are affected by interruption to a lesser extent, assassins feel the blow of interruption more.
Melee pressure exists for a reason that even if the Warriors eviscerate is interrupted he can just whack.

You claim how useless your assassin becomes once hes interrupted in pve.
Assassins are able to match and best warrior dps if neither class has a IAS (not hammer warriors though I believe)If they get lucky by getting a dual strike and critical on both hits = 64 damage a second (If they are lucky, because of this luck role, warrior damage is consistently better, could be wrong though)

In PvE you have rarely anything to lose by whacking away.
PvE is already very manageable the fact that you have to worry about interrupting is a good thing.

I cannot in good conscious support this idea when your reasoning for it is that assassins are not gimped by interrupting. A counter exists you must deal with it, thats how many games work. Thats like me saying Assassins should not be so affected by blind because Mesmers aren't.
"It's really annoying when that Afflicted ranger puts throw dirt on you, and its not fair because the mesmer can just cast through it"