Solution to Fixing Shadow Steps?
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/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.
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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.
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.
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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.
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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.
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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
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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
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.
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