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.
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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.
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Originally Posted by Lorde
My suggestion is to use a chain with low recharge time, or join the world of asscasters.
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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.
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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.
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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.
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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. | | |