Solution to Fixing Shadow Steps?
ac1inferno
Remove the .75 aftercast from Shadow Steps and instead add a "All your non-dagger attack skills are disabled for 10 seconds" like with [[Wastrel's Collapse]. Shadow Steps stay on Assassins and not on Warriors and Dervishes. Good Idea? Yes? No? Maybe?
snaek
this already has been discussed to death...
but yesh, i would like to see the aftercast removed
(at least on all elite shadowsteps...aod especially)
but yesh, i would like to see the aftercast removed
(at least on all elite shadowsteps...aod especially)
MirkoTeran
Remove all Shadow Stepping skills would probably be better idea.
newbie_of_doom
jonnieboi05
dasmitchies
/signed these were nerfed due to warrior / dervish abuse. Sin attack chains are longer to recharge and dont really need the nerf. Iron Palm would be useless after shadow step as well, as martha stewart would say, this is a good thing.
Massive Impulsa
What about disabling ALL Non Assassin skills?
Tyla
Rhamia Darigaz
Quote:
/signed these were nerfed due to warrior / dervish abuse. Sin attack chains are longer to recharge and dont really need the nerf. Iron Palm would be useless after shadow step as well, as martha stewart would say, this is a good thing.
|
with the change that OP suggests palm strike would not be disabled after the shadowstep. "non-dagger attack skill" means all attack skills which are not dagger attacks. palm strike is not in this category.
_Nihilist_
Why shouldn't there be a downside to Shadowstepping? All things have to be balanced somehow. By your argument, we should also remove the "takes double damage" aspect off of Frenzy. To be fair, we could disable Warrior attack skills for a short amount of time after Frenzy was triggered...
BUT, that would be grossly imbalanced...
It's simple, really: if a Sin's attack skills are disabled, it doesn't matter except for those few seconds of disabled time; as soon as the timer is up, they can fire off their chain. If a Warrior's attack skills are disabled, he/she gains no Adrenaline FOR THE DISABLED SKILLS, so even after the timer is up, they have to build full Adrenaline to fire off their chain.
It's not even close to balanced.
As far as your argument for "Sin attack chains take longer to recharge", they also do more armor-ignoring damage for frontloading, and with the energy gain from Critical Strikes, as well as a Zealous weapon, you honestly think they'd give Assassins insta-recharge skills? No way. Which is why they have the recharges that they do.
Sins don't belong in GW, no more than Samurai or Ninja, or CatNinjaPirates or Dino from the Flintstones. Let's remove Sins, then Shadowsteps won't be a problem? Yes? Yes.
Thank you.
BUT, that would be grossly imbalanced...
It's simple, really: if a Sin's attack skills are disabled, it doesn't matter except for those few seconds of disabled time; as soon as the timer is up, they can fire off their chain. If a Warrior's attack skills are disabled, he/she gains no Adrenaline FOR THE DISABLED SKILLS, so even after the timer is up, they have to build full Adrenaline to fire off their chain.
It's not even close to balanced.
As far as your argument for "Sin attack chains take longer to recharge", they also do more armor-ignoring damage for frontloading, and with the energy gain from Critical Strikes, as well as a Zealous weapon, you honestly think they'd give Assassins insta-recharge skills? No way. Which is why they have the recharges that they do.
Sins don't belong in GW, no more than Samurai or Ninja, or CatNinjaPirates or Dino from the Flintstones. Let's remove Sins, then Shadowsteps won't be a problem? Yes? Yes.
Thank you.
newbie_of_doom
Quote:
As far as your argument for "Sin attack chains take longer to recharge", they also do more armor-ignoring damage for frontloading, and with the energy gain from Critical Strikes, as well as a Zealous weapon, you honestly think they'd give Assassins insta-recharge skills? No way. Which is why they have the recharges that they do.
Sins don't belong in GW, no more than Samurai or Ninja, or CatNinjaPirates or Dino from the Flintstones. Let's remove Sins, then Shadowsteps won't be a problem? Yes? Yes. Thank you. |
WTS vampiric dagger tangs.
Lykan
Remove aftercast.
Replace with: 75% chance of failure with 4 critical strikes or less.
Replace with: 75% chance of failure with 4 critical strikes or less.
FengShuiDove
Quote:
Why shouldn't there be a downside to Shadowstepping? All things have to be balanced somehow. By your argument, we should also remove the "takes double damage" aspect off of Frenzy. To be fair, we could disable Warrior attack skills for a short amount of time after Frenzy was triggered...
BUT, that would be grossly imbalanced... It's simple, really: if a Sin's attack skills are disabled, it doesn't matter except for those few seconds of disabled time; as soon as the timer is up, they can fire off their chain. If a Warrior's attack skills are disabled, he/she gains no Adrenaline FOR THE DISABLED SKILLS, so even after the timer is up, they have to build full Adrenaline to fire off their chain. It's not even close to balanced. As far as your argument for "Sin attack chains take longer to recharge", they also do more armor-ignoring damage for frontloading, and with the energy gain from Critical Strikes, as well as a Zealous weapon, you honestly think they'd give Assassins insta-recharge skills? No way. Which is why they have the recharges that they do. |
As soon as the "timer" on recharge is up they can fire off their chain? Yeah, against Guardian, Weapon of Warding, Aegis, sure, they can fire off their 4-5 skill chain and fail tragically, or wait until said prots go away and waste the shadow step itself.
At this point, Assassins are stronger in other categories anyway, strong enough to remove the penalties placed upon shadow steps. Palm Strike has given Sins an incredibly spammable chain that can be attempted with low recharge a number of times until any degree of success is had. MoI and Hidden Caltrops introduced a spammable prot-denial and snare capability for negating/overpowering protective skills and quick -or- eventual killing. The last thing left is the surprise Sin, with shadow steps that require skill and attention to protect against. It's the same level of difficulty with a different method of protting. Rather than trying to maintain continuous condition removal/anti-melee against PS and dangerous hex and condition removal against MoI/HC, you're intended to prot mid-chain against a shadow step build that has no other true form of shut-down except a KD 2-3 skills in the chain.
pingu666
i dont pvp, but id like them to remove aftercast, or have some way for assassins to not have aftercast and warriers/dervs to have it, if that would help pvp balance, i dont think theres many uses for a warrior/derv to shadowstep in pve.
shadowstepping is a cool gameplay mechanic, its part of what a assassin in guildwars is ment tobe, some may say thats "broken", but it is part the reason de etre of the class
shadowstepping is a cool gameplay mechanic, its part of what a assassin in guildwars is ment tobe, some may say thats "broken", but it is part the reason de etre of the class
pingu666
i dont pvp, but id like them to remove aftercast, or have some way for assassins to not have aftercast and warriers/dervs to have it, if that would help pvp balance, i dont think theres many uses for a warrior/derv to shadowstep in pve.
shadowstepping is a cool gameplay mechanic, its part of what a assassin in guildwars is ment tobe, some may say thats "broken", but it is part the reason de etre of the class
shadowstepping is a cool gameplay mechanic, its part of what a assassin in guildwars is ment tobe, some may say thats "broken", but it is part the reason de etre of the class
Spike Stritter
zwei2stein
Make shaddowstep effect fail if character is under snaring effect.
GG
GG
bungusmaximus
Ermm, people, you don't wanna know how hard the pvp community whined to put an aftercast on shadowsteps :S. Now you actually wanna REVERSE that?
Face it, shadowsteps don't belong in GW pvp, not if you want to keep it fun. All melee has to deal with positioning, assassins too. Shadowsteps are bad game design, and now that sins are actually playable again due to the PS buff, you don't want to know what will happen if shadowsteps are playable again.
I guess noone here remembers the old Shadow Prison days ><. That sucked lemme tell you.
Face it, shadowsteps don't belong in GW pvp, not if you want to keep it fun. All melee has to deal with positioning, assassins too. Shadowsteps are bad game design, and now that sins are actually playable again due to the PS buff, you don't want to know what will happen if shadowsteps are playable again.
I guess noone here remembers the old Shadow Prison days ><. That sucked lemme tell you.
Syntonic
I don't mind if they do this in PvE.
If you are complaining because of your JQ/FA/RA/AB experience, you should know better by now.
If you are complaining because of your JQ/FA/RA/AB experience, you should know better by now.
Yawgmoth
Shadowsteps are stilll quite op, but the aftercast makes them somewhat balanced.
I find other ways of 'fixing' them, like basing them on Critical Strikes attr much worse than just the aftercast.
vote /no
I find other ways of 'fixing' them, like basing them on Critical Strikes attr much worse than just the aftercast.
vote /no
Lykan
Quote:
what?
this would barely do anything. if their crit. wasnt at 4 theyd just but 1 attribute down to make that 4+ or even 12 whatever 12 whaever 3+1 crit. /signed |
It would mean only sins could use shadowstep spiking. The main problem with it was war and derv spikers.
God_Hand
Quote:
what?
this would barely do anything. if their crit. wasnt at 4 theyd just but 1 attribute down to make that 4+ or even 12 whatever 12 whaever 3+1 crit. /signed |
L2Apostrophe
Either way, buff [Heart of Shadow] because I say so.
Spike Stritter
wow.
i just epic failed.
/endslife
i just epic failed.
/endslife
Regulus X
What about removing Guild Wars from the game? How about making assassins suck? Oh wait, that already happened. Oh, I know! How about 25/90 every skill in-game? That sounds like an awesome idea! Shadowsteppings 'aftercast' makes it not worth shadowstepping. Assassins not being able to.. well, y' know.. ASSASSINATE.. well, it kind of crushes their conception, doesn't it? Low armor and weapon damage, no longer being able to spike like they used to, being limited to just plain 'sucking'.. Just awesome! They ought to create a long list of assassinated skills and basically copy/paste nearly all assassin's skill lines in it as they are basically worthless. It should also have the long list of mentally challenged players that've been responsible for QQing to Anet to destroy skills because they're too challenging for wimps to compete with.
I don't know what Anet's smoking, but I sure wish they'd lay off it and undo most of the corrosive updates they've implemented into the game. I predict that this'll probably happen the day after never, which is alot closer than the day before forever.. I'm imagining.
I don't know what Anet's smoking, but I sure wish they'd lay off it and undo most of the corrosive updates they've implemented into the game. I predict that this'll probably happen the day after never, which is alot closer than the day before forever.. I'm imagining.
Vallisahllirium
well, reason why aftercast was added is beacuse of Shadowstep warriors...so yeah..disabling all non sin attack skills for 10 sec is good idea. and as someone wrote, 0.75sec is enough to put guardian..and there u go