Assassins, Shadowstep & Balance

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w
wtfisgoingon
Banned
#1
So, its been a while since Shadowsteps have been nerfed to all professions.
Why does Anet rather remove Shadowsteps from all professions in high-end PvP, instead of putting Shadowsteps into the Assassins primary attribute?

Why is it not better to give Assassins the Shadowstepping ability back and give them back the entrance to GvG?
Why has Anet decided to just remove them from high-end PvP?
And why has Anet tried to make the Sin comabt style to that of a GvG Warrior?
Why aren't they making the Sin into something different from the other two melees, why are they trying to make all the melees play the same as the typical GvG Warrior?

Thoughts?
M
M1EK
Banned
#2
Shadowsteps are broken. Izzy said that removing skills entirely is hard, so instead they just nerf them to oblivion. See: [smiter's boon].
x
xXDragonorFuryXx
Ascalonian Squire
#3
i just ordered factions so i wouldnt know but assassins arent aloud in guild versus guild?

that sucks
moriz
moriz
??ber t??k-n??sh'??n
#5
they are allowed, but they're just not any good in gvg anymore, other than byob (that is, bring your own build randomway gvg). as such, nobody uses them.

btw, even if shadowsteps becomes assassin exclusive, people STILL won't use them in gvg. there's no need for them in gvg anymore, since they are bad at ganking the lord, and ganking npcs is not nearly as important as before.
moriz
moriz
??ber t??k-n??sh'??n
#8
and what would their function be then?

here's the problem with your argument: even IF all shadowsteps are suddenly assassin exclusive, people STILL won't use them. why? because gvg right now does not need another rogue-style character that is highly mobile. warriors and rangers have that covered between them. assassins are certainly more mobile, but that doesn't matter. that mobility won't do anything when the character using it is a glass cannon and cannot sustain damage, nor can provide consistent disruption.
w
wtfisgoingon
Banned
#9
Quote: Originally Posted by moriz View Post and what would their function be then?

here's the problem with your argument: even IF all shadowsteps are suddenly assassin exclusive, people STILL won't use them. why? because gvg right now does not need another rogue-style character that is highly mobile. warriors and rangers have that covered between them. If warriors has the mobility of sin, then what is the point of introducing the sin?
that means they need to nerf warriors' mobility. and give that function back to assassins?


Quote: Originally Posted by moriz View Post
assassins are certainly more mobile, but that doesn't matter. that mobility won't do anything when the character using it is a glass cannon and cannot sustain damage, nor can provide consistent disruption.
sins are swifter in short bursts. in the long run the warrior can outrun the sin.
they cannot deal consistent damage, yes.
but at least give them back their spike potential with the surprise element of shadowsteps,
they dont need to be consistently attacking like the warrior.... we already have two melees like that, we dont need a third, we also DONT want a third like that.
give them another playstyle, give them back the hit and run style with the aid of shadowstepping...




so, it looks like the problem is that:
they've given the warrior TOO MUCH, all in one => armor, spike potential, ability to fake spikes, mobility. pretty much everything every other melee has and better.

solution?
nerf warriors?
but there will obviously be too many warrior players who will defend this, as they want to keep their warrior staying superior.
moriz
moriz
??ber t??k-n??sh'??n
#10
they don't have the mobility of a sin, but it doesn't matter. i've covered why with my prior post.
HawkofStorms
HawkofStorms
Hall Hero
#12
You want to make HB's even more broken? Not that anybody actually cares about that, but it is a concern.

Sins have their place, which is as a ganking class to be used in low end PvP where you won't have counters or competent monks (RA, FA, JQ, etc). In those places, the sin shines, even being able to kill characters that can shut them down like air eles if they time their spike right.
Put in higher end PvP, you need sustained pressure damage + spikes to be able to wear down the healers. The only use to extend the range of shadowcasting would be for flag running (which was the reason it was first nerfed anyways).
Sins 1>2>3 chaining just isn't good in PvP where there can be quick prots and shutdown. Shadowstepping, while gimmicky, is not the sins real problem. The only thing that could save the sins now is to give them OP elites like MoI, but somehow make it so that only a sin can use it instead of a Me/A caster.
w
wtfisgoingon
Banned
#15
so, it looks like nobody has been 100% sure where the problem lies

some are against sins because of their shdaowsteps requiring minimal positioning skills and gimmicky (this i believe is the most ridiculous/unsuccessful argument against sins)
some are against their 123 chain combo being inferior (this, i will have to semi agree....)

why dont we get Anet's word on what exactly is the problem is....
moriz
moriz
??ber t??k-n??sh'??n
#16
well then, show us where they actually require skill, other than the bare minimums of battlefield awareness, positioning, and target selection (as well as a little bit of timing, but that goes into battlefield awareness).

outside of those three things, assassin play generally involves pressing skills in exact order, which is not particularly taxing. and yes, your counter to this would be "every other profession is just pressing skills in order", and at that point, you'll lose your argument because you've just pwned yourself. so please save us the effort and not make that argument.
SpiritThief
SpiritThief
Frost Gate Guardian
#18
B/c they would have to put fourth effort to make the Dervish, Paragon and Ritualist more useful too then.