Assassins, Shadowstep & Balance

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

I don't know about the whole shadow stepping thing, but in my view, Assassin's just aren't built for long combat time. I believe they truly shine in places like RA where they can spike and win.

IMO

Assassins:
have insanly strong spikes however they cannot keep pressure on usually

Warrior: Great spikes and can keep pressure damage on since their weapons arent low damage.

Assassins rely on getting in and getting out, monks cant keep healing 70 al melee AND 60 AL casters on their team

Warriors have 100-80 armor depending on source, they are a bit more sturdy and harder to spike.

Assassins as soon as one of their skills are D shotted or blocked, they are useless for a couple seconds (depending on situation)

Warriors still have good pressure damage from weapons even though their spikes will be reduced a bit.


I just don't think assassins were built for long combat times.

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

The assassin has been nerfed in so many ways that Anet would have to do lots of work just to give primary A some new combos. Simple Shadowstep skills have been abused and instead of linking part of the effect ( or negate ) to Critical Strikes they broke it ( like happened with Shadow of Haste ).

Now pvp is diff from pve in skills balance terms but they wont undo the nerfs to A skills ( not shadowsteps only ) and sins will remain like they are now . They should be the best DD and run char but when secondary A ABUSE one of the best source of power ( and yes , this is the ONLY reason of the nerf "bla bla was broken bla" ) all thouse "overpowered" skills got pwnd. I dont think anet will change anything ( hope them prove me wrong ) , soz , shadowsteps skills ( or skills that involve one ) wont change :/

PD: Still lol at ppl who say "1-2-3-4 skins" .... seriously , if you order your sin skill bar to have your combo like "5-1-2-6-7-3" , please delete your sin char.
EDIT: Holy shit this is a wall of text. Sorry, but I got carried away. tl;dr: Wars take more skill than sins.

Dervs are another badly designed class which require relatively little skill to be effective, so for all intents and purposes I'm going to ignore them in this post. Warriors however, in addition to requiring basic frontline skills like positioning, battlefield awareness, and knowledge on pushing/pulling have another skill set entirely which is largely useless in playing assassin.

First off; assassins are built to spike. This is seen by the retarded gimmicky attack chain concept they use, which forces them to load up on a bar of attack skills and doesn't allow them to change targets with any semblance of ease. The insane +damage of dagger attacks and their low base weapon damage means that they do a laughable amount of damage when not using attack skills. A pressure style of play is therefore pretty much out of the question for a dagger sin.

Good warriors on the other hand need to know how to both pressure and spike. There are times when either may not push kills, so you need to know how to use a combination of both. Pressure play requires careful observation - you need to watch for enemy prots, capitalize on players with bad positioning, and swap weapons frequently depending on targets in order to maximize damage. You also need to be able to predict opposing players actions somewhat, in order to land more successful bull's strikes/dchops/whatever. You need to know when it is appropriate to use your IAS, which usually incurs double damage, when to cancel it, and how to manage your energy that you'll be able to afford to frenzy after landing bull's etc.

Assassins require none of what I mentioned above. Watching for prots is nearly irrelevant if you have already started your attack chain - you have two options; cancel your chain and wait for recharges while doing minimal damage, or power on through the prot while doing minimal damage. Both reduce the effectiveness of the assassin, and therefore both are pretty 'bad' choices compared to a third, which is not viable to a sin - swapping target. Recognizing which target to swap to takes experience and awareness, which would otherwise be inconsequential on an assassin. Capitalizing on players with bad positioning is also more difficult for a sin, as your chain will often be on recharge during the times this occurs, allowing the opposing player time to correct his mistake. Therefore recognizing these opportunities is often not as important. Weapon swaps are not as crucial on an assassin, as you will not be changing targets as frequently, and there are not many viable assassin skills which require the thought and/or prediction which goes into a bull's strike delivered by a decent warrior.

Using your IAS and stance dancing doesn't take as much thought on an assassin for multiple reasons. Firstly it doesn't matter if you use it at a bad time because it usually incurs no penalty other than recharge. You don't have to worry about whether your monks are taking pressure, or if your cancel is good to go. You don't need to worry about exploding if you take risks with it, therefore you don't need the good judgment that comes with deciding if those risks are worth it (eg. just blown your cancel, but could push a kill if you frenzied on a target - is it worth it? Very situation dependant.). Secondly sin IAS's are usually only used on spikes, so it's often integrated as part of a 12345 chain anyway - taking yet more thought out of playing sin. Finally, energy management is a complete nonissue on assassins, for pretty obvious reasons.

Despite being rather clueless as to how a warrior requires more skill I actually agree that assassins should have better mobility and movement control than a warrior. I do not think that a viable way of achieving this is by limiting shadowsteps however.

Quote:
Originally Posted by kedde
Offensive shadowsteps are retarded because they ignore positioning.
Defensive ones are better designed and at least provide fun for the user. This. Defensive shadowsteps create some pretty interesting tactics and counters in lower arenas. Returning up onto cliffs or other terrain obstacles and forcing target changes/long runs is always amusing. Similarly learning to avoid when a monk is baiting you into such situations is also a good thing. Faking out returns from enemy monks while avoiding cripple is another little mindgame in itself.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Target swapping, faking out spikes is indeed a tall order for most sins. Palm Strike remedies this somewhat but one can't run it without being laughed at.

The mechanic of teleportation might be broken but imo a necessary evil; Sins can't pressure like Wars can and need another way to exert threat without overly exposing themselves. Most offensive Shadow Steps are all but useless due to aftercast; attack chains are so easily neutered even 3/4s is too long to wait.

On that note, I'm an avid fan of Wastrel's Collapse. It's very powerful, yet requires a modicum of skill on the part of the Assassin player to use correctly. Best of all it's Sin-exclusive! That means no QQing and whining because other melees are abusing it (I still blame [bull's strike] and [wounding strike] for everything )

Quote:
Originally Posted by Revelations
and there are not many viable assassin skills which require the thought and/or prediction which goes into a bull's strike delivered by a decent warrior. Oh come on man [leaping mantis sting]

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

read this from the "GW2 Assassin Concept Thread" as to why sins in this game need major reworking and are not currently viable:
Quote:
Originally Posted by Yichi
View Post
Assassins, like most other "rouge" classes, add nothing but degenerative gameplay. I will take a common class from a game that I used to play, the Stealther from Dark Age of Camelot.

Like the assassin it had huge imbalances, one being that you could be cloaked and only another stealther could see you until you attacked, which made jumping random leveling noobs fun, but added a huge amount of griefers in the game that would camp certian areas and kill any lone one or two players that came through. If you weren't traveling in packs of 4-5, a stealther that was worth a shit ate you for lunch.

similarly, the assassin's shadowstepping allows for pretty much that. Its an instant occurance to your target and can usually be fatal for the lone character/npc/whatever that isn't prepared for it. Without basically dedicating an entire character in an 8 man party to be on assassin patrol, they have free reign to do pretty much whatever they want too and get away with it onyl because if it gets too hectic, then oops teleport out and overadvantage the stand team.

They provide no real utility other than 3,2,1 gimmicks, no real skillful gameplay, no tactics other than run the opposite of where everyone else is running, and no real knowledge from the player. If the player can run around in circles long enough, that player will eventually accomplish something on this class, wether it be a free npc kill, a free player kill, or either. It threw all tactical play out the window and any movement control such as snares, conditions such as cripple, etc. can be easily negated that they may not even be brought into the fight.

When I first heard of an assassin, I immediately thought of the diablo 2 assassin thats kind of balanced (until certain runewords screwed that up). This class has utility, can shadowstep but only in the form of attacks, can melee and be an effective caster, and has immunities against it to keep it in check, same with every other character except the hammerdin, but this aint d2, so enough of that shit. Sadly, the assassin we got was completely RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up in comparison.

The assassin in Guildwars fails due to its lack of direction. Its not ment as a mobile skirmisher due to its low armor and the fact that it throws movement out the window. Its not a pressure class because it doesn't rely on pressure, it relies on more spike damage in the form of attack chains. Its not a caster, because it doesnt have the weapons/items/energy pool/regen to be an effective caster not to mention that the caster skills it has blow nuts. It's not ment to be a team build due to the fact of the class relying on its ability to dash in to something kill it and dash out.

So where does this leave the class in any state other than the 12 year old "I want to be a ninja" or the "I'm a naruto nerd" category? What has the assassin brought to the table other than griefer builds (shadowform), spike builds and instagibs (shadow prison, etc.), or an outnumber build that doesn't have to worry about things collapsing to attack it that instantly puts it out of danger and the opposing team at an instant advantage (Aura of Displacement)?

Name me one good thing the assassin has brought to the table that has helped in a team play oriented game that has benefited the game and I will take back everything I have said and welcome assassins in GW2. But sadly, I think you'd have a much easier time milking a cat.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

(I've seen worse.)
Quote:
Originally Posted by Revelations View Post
That was one of the semi-viable ones, though it's pretty obsolete when you throw Palm or Wastrel's in. But yes, it does actually require you to be not completely braindead to use. Pity the 5 attack skills ??? that follow it don't have a similar requirement. Meh. Many Sin builds (especially the ones with multiple KDs) can be pretty flexible in their execution.

PS: it's been a looong time since I ran a build with 6 attack skills - wth were you thinking of

wtfisgoingon

Banned

Join Date: Jun 2006

@the people saying sin shadowstep makes them ignore positioning. this is like the most absurb/not-viable argument, HOW DOES IT ignore positioning, when positioning ISNT 100% STABLE, you dont STAND IN ONE SPOT THE ENTIRE ROUND OF THE MATCH!! I cant seem to get this through the people who keeps saying shadowsteps ruin positioning, when positioning does not even stay stable throughout the GvG battle.

and if your argument for shadowsteps being overpowered without aftercast because of monks having no ability to pre-prot.
then,
my counter argument is this,
if a warrior attacks someone, and decides to fake spike the victim, he switches over to the next guy next to him and spikes him instead, by (flail, devasting, crushing, heavy blow, bullstrike.) and ends up kill the victim. that is basically the same thing as a sin shadowstepping and spiking his victim (only difference is that he is able to travel instantly, this is balanced off by their 70al and 12345 combo chain [which is inferior, because one miss and his spike is gone, where else the warrior will still be able to keep going])
their attack rates are almost the same rate, so you cannot say it is instagib.


so the point is, the ''so-called pre protting issue'' is NOT an issue. warriors can do it, why complain when the sin can do it also?



i've posted all the arguments supporting sin shadowsteps and arguements against anti-shadowsteps on the first page, but you people just arent reading it and keep replying to me with the same thing saying im not replying back with adaquete arguments


Quote:
Originally Posted by Revelations View Post
EDIT: Holy shit this is a wall of text. Sorry, but I got carried away. tl;dr: Wars take more skill than sins.

Dervs are another badly designed class which require relatively little skill to be effective, so for all intents and purposes I'm going to ignore them in this post. Warriors however, in addition to requiring basic frontline skills like positioning, battlefield awareness, and knowledge on pushing/pulling have another skill set entirely which is largely useless in playing assassin.
all the bolded you just claimed the war required all that, the sin already has.
what is this you claim?
war require basic frontline skills,
the sin can already do...
and positioning, battle field awareness,
the sin also has to do that....
knowing when to kite
the only time when positioning is absent for the sin is when he executes his spike (IF YOU ARE SHADOWSTEPPING) <= you cannot complain about it because its part of their play style and skill, it is balanced off with their 70al, two handed weapon, inferior pressure capabilties, and 12345 combo chains.
yes sins can observe battles too... not just wars...
knowledge on pushing pulling and weapon swapping,
the sin can do all that......

Quote: First off; assassins are built to spike. This is seen by the retarded gimmicky attack chain concept they use, which forces them to load up on a bar of attack skills and doesn't allow them to change targets with any semblance of ease. The insane +damage of dagger attacks and their low base weapon damage means that they do a laughable amount of damage when not using attack skills. A pressure style of play is therefore pretty much out of the question for a dagger sin. They are built to spike yes, as in intended by Anet, but Anet removed all potential elements FOR spiking for the sin in GvG.
But you cant say its gimmicky because all other professions do the same, you cannot argue that a warrior predicting bullstrike = requiring skill
if you say that,
then i can just say the sin requires skill because they need to know when to spike and when to kite, they can execute golden pheonix on the monk, then attempt to attack the mesmer without executing any skills and going back to the monk to execute the dual attack.
so you cannot say they require any skill to play, IT IS their play style...

Quote: Good warriors on the other hand need to know how to both pressure and spike. There are times when either may not push kills, so you need to know how to use a combination of both. Pressure play requires careful observation - you need to watch for enemy prots, capitalize on players with bad positioning, and swap weapons frequently depending on targets in order to maximize damage. You also need to be able to predict opposing players actions somewhat, in order to land more successful bull's strikes/dchops/whatever. You need to know when it is appropriate to use your IAS, which usually incurs double damage, when to cancel it, and how to manage your energy that you'll be able to afford to frenzy after landing bull's etc. ...
sins dont need to watch for enemy prots?
sins spiking doesnt require careful observation?
sins dont need to switch between weaps to maximize efficiency?
sins cannot pressure because their base damage is low, which is why i've said sins has a unique different play style and should not be compared and attempted to convert them into another typical GvG warrior playing style.
they need hit and run, or disrupting, but anet hasnt given ANY of those opportunities to sins.
and again, the frenzy cancel is just a matter of reflexes, i dont call that skill.

overall BAD argument...
too bias, its quite obvious you are favoring warriors and stating all their advantages and abilities WHICH THE SIN ALREADY HAS AND ABLE TO DO.


it isnt the sins fault anet wrongfully gave wars a all in one package,
1.having the ability to fake spike
2.superior mobility in the long run
3.higher armor
4.higher base damage
5.equal amount of pressure compared to sin, if not even better IN THE LONG RUN

the problem is clearly visible.
yet anet doesnt do anything to limit warriors?
nerf warrior mobility?
give the advantage to sins, AS INTENDED and as SHOULD be

Quote: Assassins require none of what I mentioned above. Watching for prots is nearly irrelevant if you have already started your attack chain - you have two options; cancel your chain and wait for recharges while doing minimal damage, or power on through the prot while doing minimal damage. Both reduce the effectiveness of the assassin, and therefore both are pretty 'bad' choices compared to a third, which is not viable to a sin - swapping target. Recognizing which target to swap to takes experience and awareness, which would otherwise be inconsequential on an assassin. Capitalizing on players with bad positioning is also more difficult for a sin, as your chain will often be on recharge during the times this occurs, allowing the opposing player time to correct his mistake. Therefore recognizing these opportunities is often not as important. Weapon swaps are not as crucial on an assassin, as you will not be changing targets as frequently, and there are not many viable assassin skills which require the thought and/or prediction which goes into a bull's strike delivered by a decent warrior. can be applied to war also...
war has to watch for pre-prot
if he has already started combo, thats a different story, as anet has given them the -allinonepackagemelee- which is a flaw, and dont understand how anet and other players dont see it
again, swapping target is no problem for a sin. i dont see a viable argument here.
swapping weapons is no problem either for a sin, if you are able to detect a monk has a +10vs slashing, simply just swap to piercing, no problem here... still dont see your point.
the time the sin is on time out recharging skills, he should be observing the match, which is the same as the war standing idle and pressuring with auto attacking and observing at the same time building adreline (when war endurance gets nerfed)
same concept here, both classes share different playing style, in the end both are still mimicking the same concept.
i still see no viable argument


Quote: Using your IAS and stance dancing doesn't take as much thought on an assassin for multiple reasons. Firstly it doesn't matter if you use it at a bad time because it usually incurs no penalty other than recharge. You don't have to worry about whether your monks are taking pressure, or if your cancel is good to go. You don't need to worry about exploding if you take risks with it, therefore you don't need the good judgment that comes with deciding if those risks are worth it (eg. just blown your cancel, but could push a kill if you frenzied on a target - is it worth it? Very situation dependant.). Secondly sin IAS's are usually only used on spikes, so it's often integrated as part of a 12345 chain anyway - taking yet more thought out of playing sin. Finally, energy management is a complete nonissue on assassins, for pretty obvious reasons. i cant believe you actually had to include the ias argument...
i dont find the frenzy/rush cancel thing a skill, it simply becomes a repetitive routine that i can hardly say its skill.

but if you must,
think of it this way.
you want to count the war frenzy/rush thing a skill for the wars.
then, a sin knowing when to use his ias is also crucial because of his effect on recharging of the attack skills.
also the recharge of the ias, depending on what ias you are talking about,
frenzy? flurry? way of the asn?
they all have their consequences,
if you say frenzy, they have to do the stance/frenzy cancel also which you CLAIM to be skill. so there you go, skill right there.
if you say flurry, you have to think about it this way, his ias usage is linked to his recharge of his attack skills

and for way of the asn, i dont think that is even viable build in GvG.
so, no comment here, you could think of it as flurry if you must

and not like the sins EVEN have a reliable IAS to work with, heh

Quote: Despite being rather clueless as to how a warrior requires more skill I actually agree that assassins should have better mobility and movement control than a warrior. I do not think that a viable way of achieving this is by limiting shadowsteps however. this is the only thing i agree with you with.
how is an over sized large warrior possibly able to outrun a swift and cunning sin? you tell me. and this game is suppose to be more realistic than most MMO's.
the swiftness is in the name of the profession ASN-ASSASSIN, you dont even need to get into further depth in the game to tell that its a swifty/cunning looking profession........

Quote: This. Defensive shadowsteps create some pretty interesting tactics and counters in lower arenas. Returning up onto cliffs or other terrain obstacles and forcing target changes/long runs is always amusing. Similarly learning to avoid when a monk is baiting you into such situations is also a good thing. Faking out returns from enemy monks while avoiding cripple is another little mindgame in itself. Yes, AoD has been my favorite and most used elite SINCE release of factions in ALL PvP regions.


Quote:
Originally Posted by M1EK View Post
Shadowsteps are broken. Izzy said that removing skills entirely is hard, so instead they just nerf them to oblivion. See: [smiter's boon].
Quote:
Originally Posted by M1EK View Post
Shadowstep mechanic impedes on too many other mechanics to ever be "fixed." It should just be removed (but then Assassins will be even worse).
means JUST this Quote:
Originally Posted by wtfisgoingon View Post
he is able to travel instantly ?

For a warrior to deal damage, they need to reach to the target. A competent player will notice that and they will pay more attention to the incoming guy/kite him.
An assassin just stands in the back, jumping in without any kind of warning and unloading their shit. And in a game where physicals are the damage dealers, but they are balanced by having to be in close-combat to achieve that - a mechanic like that breaks the game.

Revelations

Krytan Explorer

Join Date: Feb 2009

Not Dead

W/

Quote:
Originally Posted by Revelations
Warriors however, in addition to requiring basic frontline skills like positioning, battlefield awareness, and knowledge on pushing/pulling have another skill set entirely which is largely useless in playing assassin.
Quote: Originally Posted by wtfisgoingon View Post
what is this you claim?
war require basic frontline skills,
the sin can already do...
and positioning, battle field awareness,
the sin also has to do that....
knowing when to kite
Since you completely failed to comprehend what I wrote I've bolded the important parts. Pretty sure I said that both the warrior and sin have to have positioning knowledge, awareness, pull/push knowledge. I then went on to say that the warrior requires more skill and thought, which I proceeded to outline further in my post.

Quote:
Originally Posted by wtfisgoingon View Post
you cannot argue that a warrior predicting bullstrike = requiring skill
if you say that,
then i can just say the sin requires skill because they need to know when to spike and when to kite
I can sure as hell say that it takes more skill to land a bulls strike than it does to land anything aside from a few leads on a sin chain. Compare it to landing Palm Strike if you will. Secondly, every single non-backline character in guildwars requires the knowledge of how to spike, and everyone requires kiting knowledge. I hardly see how this supports your point that assassin takes as much skill to run as a warrior.

Quote:
Originally Posted by wtfisgoingon View Post sins dont need to watch for enemy prots?
sins spiking doesnt require careful observation?
sins dont need to switch between weaps to maximize efficiency?
sins cannot pressure because their base damage is low, which is why i've said sins has a unique different play style and should not be compared and attempted to convert them into another typical GvG warrior playing style.
they need hit and run, or disrupting, but anet hasnt given ANY of those opportunities to sins.
and again, the frenzy cancel is just a matter of reflexes, i dont call that skill. I outlined this in my original post very clearly. Sins do need to watch for prots, but only before their spike. Obviously it would be stupid to unleash your chain on someone who's just been preprotted, but if a prot lands in the middle of your chain you really have no choice but to mash through it and hope for a kill, or to force monks to blow more energy. Sins also don't pressure or require adrenaline, so it doesn't matter shit if the target you're autoattacking gets protted - even if it wasn't they would be taking insignificant damage. Therefore you don't need to be on constant watch for prots, only before you use your chain. On a warrior you need to be watching constantly - the entire match. A lot of warriors damage comes from autoattacks, so you often need to switch targets if the one you're autoattacking gets a prot. It definitely takes far more ability to watch the field for the entire match than it does to do so for short bursts.

Frenzy canceling is often a matter of reflexes also, but not necessarily every time. There is an inherent risk in using frenzy, especially using an adrenaline based cancel. If you frenzy and blow an attack skill and it's blocked, then your cancel isn't fully charged. Therefore there is a substantial amount of thought involved in frenzying in the first place. You need to balance the risk against the potential reward for using your IAS. On an assassin this is not the case. Your IAS incurs no real penalty, therefore blowing it is not a matter of thought, it is a matter of just using it.

Quote:
Originally Posted by wtfisgoingon View Post
swapping target is no problem for a sin. i dont see a viable argument here.
swapping weapons is no problem either for a sin, if you are able to detect a monk has a +10vs slashing, simply just swap to piercing, no problem here... still dont see your point. Swapping target is no problem for a sin? I see no reason to elaborate on how wrong you are there. Only exception being perhaps palm.

I'm also very aware that swapping weapons is no problem for a sin, I quite specifically said that it was just not as important as on a warrior, simply because you aren't changing targets as often. If your team is taking pressure you might have to lineback for a minute - you mash on a war in an elemental set, then you might see an enemy midline out of position, so you mash on him in a vamp set. The sin does negligible autoattack damage and has difficulty swapping targets, so he'll often (not always) be forced to choose which one to unleash his chain on. Meaning that two weapon swaps have been reduced to one - making them not as important on the sin.

Quote:
Originally Posted by wtfisgoingon View Post
the time the sin is on time out recharging skills, he should be observing the match, which is the same as the war standing idle and pressuring with auto attacking and observing at the same time building adreline (when war endurance gets nerfed) Wrong. During the time the sins chain is down he doesn't do any damage. Therefore he doesn't need to be watching for prots as much, or swapping weapons, because no matter which set he is in he'll be doing no damage anyway. Assuming a warrior has just blown something like evis, he sure as hell needs to watch for prots, because he still does damage if not mashing through them. He also doesn't gain adren to rebuild for evis by mashing through guardian. In addition since he is still swapping targets often during this time he needs to be on top of weapon swaps. This is not the case for the sin due to their bad attack chain mechanics. Therefore the sin does not require as much thought to use.

Quote:
Originally Posted by wtfisgoingon View Post
i dont find the frenzy/rush cancel thing a skill, it simply becomes a repetitive routine that i can hardly say its skill. When you use frenzy, whether aware of it or not, you are making a judgment on risk vs. reward. There is a risk in using frenzy, especially if your cancel isn't yet ready. If there is a possibility of scoring a kill/scaring an enemy monk into an infuse/forcing more prots to be thrown around then frenzy is possibly worth the risk if your cancel isn't up yet. If there is an enemy warrior linebacking then it likely isn't worth that risk. If you're protted up and there's an enemy warrior linebacking then the risk may again be worth the reward. This decision sure as hell takes more effort/game knowledge/observation than activating flurry during an attack chain.

Quote:
Originally Posted by wtfisgoingon View Post
Yes, AoD has been my favorite and most used elite SINCE release of factions in ALL PvP regions. I think you just failed to realize what a defensive shadowstep is. Try return. Perhaps heart of shadow (as meh as that skill is).

Einherj3r

Academy Page

Join Date: Feb 2006

Gods of Glory

N/

Shadow Prison 10e 1c 20r
Hex Spell - Deadly Arts
Shadowstep to target foe. Slows by 66% for x...y seconds.
All your attack skills are disabled for 3...0 seconds.

Make it a global modifier tied to all shadowsteps, causing them to disable attack skills based on your critical strikes attribute. That way you'd need points in critical strikes to reduce the downtime after the shadowstep as well as points in the other attributes to enhance the skills secondary effects (slow/daze...).

Give shadowsteps a 2s cast time so you could EASILY d-shot them or at least tell your monk to get some prots going. If that doesnt help make them easily interruptable like traps.

Just do something to make them viable.
Balancing a game by dumbing it down never is a good idea.

Y/N?

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by Revelations View Post
Since you completely failed to comprehend what I wrote I've bolded the important parts. Pretty sure I said that both the warrior and sin have to have positioning knowledge, awareness, pull/push knowledge. I then went on to say that the warrior requires more skill and thought, which I proceeded to outline further in my post.
you claimed wars required more skill, i just explained how it was not true on the previous post.
you say wars require more thought to play, i say those thoughts = repetitive routines along with self-reflexes, NO WHERE NEAR skills.

Quote:
I can sure as hell say that it takes more skill to land a bulls strike than it does to land anything aside from a few leads on a sin chain. Compare it to landing Palm Strike if you will. Secondly, every single non-backline character in guildwars requires the knowledge of how to spike, and everyone requires kiting knowledge. I hardly see how this supports your point that assassin takes as much skill to run as a warrior.
i sure as hell cannot say it requires more skill, randomly guessing when a person is going to move is not skill, its called guessing, ANYBODY is able to do this without skill. in fact, i believe a NOOBIE war with bulls is able to actually pull of more kds then a exp war, because the noobie war is UNPREDICTABLY executing bulls.
Quote:
I outlined this in my original post very clearly. Sins do need to watch for prots, but only before their spike. Obviously it would be stupid to unleash your chain on someone who's just been preprotted, but if a prot lands in the middle of your chain you really have no choice but to mash through it and hope for a kill, or to force monks to blow more energy. Sins also don't pressure or require adrenaline, so it doesn't matter shit if the target you're autoattacking gets protted - even if it wasn't they would be taking insignificant damage. Therefore you don't need to be on constant watch for prots, only before you use your chain. On a warrior you need to be watching constantly - the entire match. A lot of warriors damage comes from autoattacks, so you often need to switch targets if the one you're autoattacking gets a prot. It definitely takes far more ability to watch the field for the entire match than it does to do so for short bursts.
war auto attack = isnt spiking
isnt spiking = not intended to kill
not intended to kill = no point in watching for pre-prot
war only watches for pre-pro if he is going to unleash his spike,
same thing concept applies to sin.
you still failed to understand.
you obviously arent giving any thoughts to what i just replied to you about, please re-read my previous counter to this.

Quote:
Frenzy canceling is often a matter of reflexes also, but not necessarily every time. There is an inherent risk in using frenzy, especially using an adrenaline based cancel. If you frenzy and blow an attack skill and it's blocked, then your cancel isn't fully charged. Therefore there is a substantial amount of thought involved in frenzying in the first place. You need to balance the risk against the potential reward for using your IAS. On an assassin this is not the case. Your IAS incurs no real penalty, therefore blowing it is not a matter of thought, it is a matter of just using it.
do sins even have an ias to work with?
if he uses frenzy, he would be in the same situation as the war, and you said frenzy/canceling = skill. so i mean there you go.
did you even read what i wrote about sin ias on my previous post?
i feel like im replying to someone who isnt even reading what i wrote, ive already replied to you about this on my previous post.
Quote:
Swapping target is no problem for a sin? I see no reason to elaborate on how wrong you are there. Only exception being perhaps palm. swapping target on a sin in pressuring is EVEN harder to master as a sin than a warr, you CLEARLY have no pvp exp with a sin whatsoever.
again, ive replied to all your arguments, but you arent reading my arguments
so ill keep this brief
sins can execute any lead/offhand attacks on a monk A
then execute his lead/offhand on monk B
this is called FAKE SPIKE.
he goes returns to unleash his next attack following from either his lead or offhand attack to monk A
this requires a sin to remember who he attacked before, and also TIMING his remaining time limit to unleash his next offhand/lead attack/dual attack on monk A.

Quote: I'm also very aware that swapping weapons is no problem for a sin, I quite specifically said that it was just not as important as on a warrior, simply because you aren't changing targets as often. If your team is taking pressure you might have to lineback for a minute - you mash on a war in an elemental set, then you might see an enemy midline out of position, so you mash on him in a vamp set. The sin does negligible autoattack damage and has difficulty swapping targets, so he'll often (not always) be forced to choose which one to unleash his chain on. Meaning that two weapon swaps have been reduced to one - making them not as important on the sin.
Quote:
Wrong. During the time the sins chain is down he doesn't do any damage. Therefore he doesn't need to be watching for prots as much, or swapping weapons, because no matter which set he is in he'll be doing no damage anyway. Assuming a warrior has just blown something like evis, he sure as hell needs to watch for prots, because he still does damage if not mashing through them. He also doesn't gain adren to rebuild for evis by mashing through guardian. In addition since he is still swapping targets often during this time he needs to be on top of weapon swaps. This is not the case for the sin due to their bad attack chain mechanics. Therefore the sin does not require as much thought to use. he CAN auto attack like the war can, for energy if you must compared to adren gain...
war doesnt do dmg either when he is auto attacking
again fail argument.


Quote:
When you use frenzy, whether aware of it or not, you are making a judgment on risk vs. reward. There is a risk in using frenzy, especially if your cancel isn't yet ready. If there is a possibility of scoring a kill/scaring an enemy monk into an infuse/forcing more prots to be thrown around then frenzy is possibly worth the risk if your cancel isn't up yet. If there is an enemy warrior linebacking then it likely isn't worth that risk. If you're protted up and there's an enemy warrior linebacking then the risk may again be worth the reward. This decision sure as hell takes more effort/game knowledge/observation than activating flurry during an attack chain. if you the war is using frenzy when his cancel isnt rdy then he is a bad war
HOPING not to get hit when using frenzy = not skill
frenzy/cancel = NOT skill, PERIOD.

Quote:
Quote:
I think you just failed to realize what a defensive shadowstep is. Try return. Perhaps heart of shadow (as meh as that skill is) werent you against shadowsteps?
AoD is a TACTICAL & DENFENSIVE shadowstep.
and heart of shadow??? what are you playing? AB or something?
you clearly have no exp as a pvp sin.



Quote:
Originally Posted by Einherj3r View Post
Shadow Prison 10e 1c 20r
Hex Spell - Deadly Arts
Shadowstep to target foe. Slows by 66% for x...y seconds.
All your attack skills are disabled for 3...0 seconds.

Make it a global modifier tied to all shadowsteps, causing them to disable attack skills based on your critical strikes attribute. That way you'd need points in critical strikes to reduce the downtime after the shadowstep as well as points in the other attributes to enhance the skills secondary effects (slow/daze...).

Give shadowsteps a 2s cast time so you could EASILY d-shot them or at least tell your monk to get some prots going. If that doesnt help make them easily interruptable like traps.

Quote:
Just do something to make them viable.
Balancing a game by dumbing it down never is a good idea. Y/N? good ideas overall

Revelations

Krytan Explorer

Join Date: Feb 2009

Not Dead

W/

Quote:
Originally Posted by wtfisgoingon View Post
i believe a NOOBIE war with bulls is able to actually pull of more kds then a exp war, because the noobie war is UNPREDICTABLY executing bulls.
Quote:
Originally Posted by wtfisgoingon View Post
war only watches for pre-pro if he is going to unleash his spike,
Quote:
Originally Posted by wtfisgoingon View Post swapping target on a sin in pressuring
Originally Posted by wtfisgoingon View Post
war doesnt do dmg either when he is auto attacking No. Just no. #1,2 and 4 are just plain wrong - and as for #3 lolsinpressure. (excluding perhaps SA)
Quote:
Originally Posted by wtfisgoingon View Post
if you the war is using frenzy when his cancel isnt rdy then he is a bad war Note that in my previous post I stated that it was not as simple as that, and you have to analyze the risk/reward for frenzying. Your cancel stance, positioning, current prots, enemy prots, enemy positioning, monk energy (on both sides) and probably half a dozen other factors all come into play when making that decision. If you don't think that that requires experience or skill to effectively accomplish then please don't attempt to claim you know anything about the game.

I presented reasoned arguments, and you attempt to counter them with illogical rambling. You obviously didn't comprehend anything in my previous posts, so I'm not going to bother any further. All of the above just go to show how bad you are at the game in addition to trolling.

phan

phan

Wilds Pathfinder

Join Date: Nov 2006

phantasmagoria

Quote:
Originally Posted by wtfisgoingon View Post
bunch of nonesens[/B] So ; we all know your a nurato turd so just go back to the -12 forums from disney world or something and let the skill balancing to the people that are acually old enough / not retarded to play this game .

Let's face the facts :

In GvG sins don't get used except in omega spike .
In Ha sins don't get used except with several sp-builds & lameness spikes .
Shadowsteps remove the entire thing about positioning and movement .
Your the guy that wanted a 5 second dash ; any further arguements of you will be denied from now on .
Warriors take more skill than Sins .
Sins abuse crit defense in lower end PvP .
Sins with frenzy and no cancel stance give the massive giggles .
Sins should be removed from the game .
Shadowform was partly the death of 'fun' PvE .
Defensive shadowsteps massively contributed to the lameness of ta .
And so on .

& Zomg ! anime naruto suxxxxxxx ; your no and you never will be , grow up .

Zenskii

Pre-Searing Cadet

Join Date: Jan 2009

N/

why dont we all look at the big picture for anet. since we're all worried about op skills and nerfing them and all that crap, dont you ever stop to think about buffing other skills to match up with the op skill?

i mean for me i seriously think it was a lot more fun when things were pretty unbalanced and op than it is now with all the gay nerfing and balancing. it gives players to be more creative than just qq whenever they cant beat a build.

but the for obvious op skills, of course they should nerfed.

be creative 1st, then qq.

xDusT II

Wilds Pathfinder

Join Date: Aug 2006

Melbourne

Out of curiosity, what sort of GvG experience does the OP have? Because just skimming over the posts I don't see why he thinks his knowledge base qualifies his opinion over the opinions of the hundreds of top GvG'ers with oodles more experience than him who all unequivocally agree that any sin dominant meta in the past has been totally shitastic.

We've already had a meta where sins could shadowstep and instagib and basically fubar previously valued game mechanics. They were nerfed for a reason - everyone agreed it was retarded. I think I even remember [HaND] admitting they felt sineptitude was overpowered.

Quote:
why dont we all look at the big picture for anet. since we're all worried about op skills and nerfing them and all that crap, dont you ever stop to think about buffing other skills to match up with the op skill? This is called power creep and all it does is promote scissors paper rock builds, where extremely powerful skills are beaten by using extremely powerful counters. See recent example Lingering Curse and Peace and Harmony.

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by Revelations View Post
No. Just no. #1,2 and 4 are just plain wrong - and as for #3 lolsinpressure. (excluding perhaps SA)
There are so many ignorant and mentally slow minded people in this world. sigh...
First you are one of the many ignorant people who said Sins required NO SKILLS to play and also unable to pressure.
I then responded back with the method of Sin's style of pressure and which required skills to do so.

Quote:
Sins' way of pressuring and fake spiking "which requires skill, since many of you claimed Sins = no skills to play"
execute any lead/offhand attacks on a monk A
execute his lead/offhand on monk B
return to unleash his next attack following from either his lead or offhand attack to monk A
this requires a sin to remember who he attacked before, and also TIMING his remaining time limit to unleash his next offhand/lead attack/dual attack on monk A.
this is called fake spiking, as many of you said Sins COULDNT FAKE SPIKE.

Skills right there right?
But I doubt any of you hypocrites will try that and rather just use the simple War's so called ''skilled'' way of pressuring and fake spiking which is just ''tab'' ''tab'' and ''space'', no memorization required, no consequences, no timing required, just random tabbing and spacing. You replied back saying "[email protected]"
Did you just go back on your words?
you said Sins required no skills to play, well, there you go, skills thrown right in your face, but you obviously couldn't see that because you rather use the War's so-called ''SKILLED'' way of pressuring + fake spiking. Which is really the one true 'NO SKILL'' way of playing a melee.

People ignorantly claimed that Sins required no skills to play and just 12345 everything.
I say Wars require no skills then, you think switching targets easily and randomly ''tab'' ''tab'' ''spacing'' RANDOMLY without any consequences as a War is skilled pressuring? compared to the Sin's method of pressure requiring memorization and timing?


Please, if you are going to argue, don't be bias in anyway, otherwise it wouldn't be a debate.


Quote:
Originally Posted by xDusT II
any sin dominant meta in the past has been totally shitastic.

We've already had a meta where sins could shadowstep and instagib and basically fubar previously valued game mechanics. They were nerfed for a reason - everyone agreed it was retarded. actually nobody agreed except for the top GvG players who created such and some low end PvPers/PvErs like you who follow the footsteps of the top GvG player's exploited thoughts and playing style, because you haven't developed your own or realize there are alternatives.

instagib cant be blamed only to Sins, Wars could also achieve this without shadowsteps, I dont feel like retyping and looking through my previous posts in this thread and copy paste them to you. I've already explained how instagib is retarded to be Sin related only, Wars / Dervs can also achieve this -> go through this thread, I've explained it somewhere.

Celeborn10

Celeborn10

Frost Gate Guardian

Join Date: Dec 2006

In my lair...

R/Mo

Quote:
Originally Posted by wtfisgoingon View Post
There are so many ignorant and mentally slow minded people in this world. sigh...
First you are one of the many ignorant people who said Sins required NO SKILLS to play and also unable to pressure.
I then responded back with the method of Sin's style of pressure and which required skills to do so.

You replied back saying "[email protected]"
Did you just go back on your words?
you said Sins required no skills to play, well, there you go, skills thrown right in your face, but you obviously couldn't see that because you rather use the War's so-called ''SKILLED'' way of pressuring + fake spiking. Which is really the one true 'NO SKILL'' way of playing a melee.

People ignorantly claimed that Sins required no skills to play and just 12345 everything.
I say Wars require no skills then, you think switching targets easily and randomly ''tab'' ''tab'' ''spacing'' RANDOMLY without any consequences as a War is skilled pressuring? compared to the Sin's method of pressure requiring memorization and timing?


Please, if you are going to argue, don't be bias in anyway, otherwise it wouldn't be a debate.



actually nobody agreed except for the top GvG players who created such and some low end PvPers/PvErs like you who follow the footsteps of the top GvG player's exploited thoughts and playing style, because you haven't developed your own or realize there are alternatives.

instagib cant be blamed only to Sins, Wars could also achieve this without shadowsteps, I dont feel like retyping and looking through my previous posts in this thread and copy paste them to you. I've already explained how instagib is retarded to be Sin related only, Wars / Dervs can also achieve this -> go through this thread, I've explained it somewhere. The difference between playing a Warrior well and a Sin is like playing French Horn to Guitar Hero. Guitar Hero is relatively simplistic, focusing on only a few lines and banging on the few correspoding keys on the plastic ukelele. In contrast playing an actual instrument requires knowledge of techniques not found on Guitar Hero; double/triple/flutter tonguing, knowledge of appropriate emboucheres, alternate/half fingerings, and hand positions. (This does not include the rudiments of proper timing, posture and breath support) Guitar Hero might require timing and proper hand position but very little else.

I assume that you play Assassin primarily due to your shadowstep suggestions and that you fail to mention what the Warrior can do that the Assassin cannot (Chiizu dance, Frenzy/Rush flicker, q-knock, d-chop and Bull's). Moreover, I am under the impression that you are advocating the use of a 70AL as a frontliner which is asking for trouble.

Please name something that makes an Assassin able to survive on the frontline while giving sustained pressure and utility. Pretty much their only purpose in GvG is high mobility-based ganking. The times I have observed an SA sin in GvG they have died with frightening speed.

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by Celeborn10 View Post
The difference between playing a Warrior well and a Sin is like playing French Horn to Guitar Hero. Guitar Hero is relatively simplistic, focusing on only a few lines and banging on the few correspoding keys on the plastic ukelele. In contrast playing an actual instrument requires knowledge of techniques not found on Guitar Hero; double/triple/flutter tonguing, knowledge of appropriate emboucheres, alternate/half fingerings, and hand positions. (This does not include the rudiments of proper timing, posture and breath support) Guitar Hero might require timing and proper hand position but very little else.

I assume that you play Assassin primarily due to your shadowstep suggestions and that you fail to mention what the Warrior can do that the Assassin cannot (Chiizu dance, Frenzy/Rush flicker, q-knock, d-chop and Bull's). Moreover, I am under the impression that you are advocating the use of a 70AL as a frontliner which is asking for trouble.

Please name something that makes an Assassin able to survive on the frontline while giving sustained pressure and utility. Pretty much their only purpose in GvG is high mobility-based ganking. The times I have observed an SA sin in GvG they have died with frightening speed. One question before I respond any further,
did you read all my posts in this thread?
because I had to ask that, when I got to the bolded line.

Wish Swiftdeath

Desert Nomad

Join Date: Feb 2007

Mo/W

Quote:
Originally Posted by wtfisgoingon View Post
One question before I respond any further,
did you read all my posts in this thread?
because I had to ask that, when I got to the bolded line. Honestly, why do you keep this thread alive?

Assasins WILL NOT BE REWORKED. They are a broken mechanic and Anet doesn't have time to fix them.

Many, many people have explained to you the problem and yet you flame them, accuse them of being bias simply because they don't agree with you.

Warriors are far more complex than assasins will ever be, I don't play warrior alot - I do ocassionally for fun and although I can get kills here and there it would take alot of effort for me to be able to play one well in PvP. Assasins I can just hop on and be just as effective as other assasins without even trying.

Open your eyes and realise that Assasins don't have a place in guild wars PvP.

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by Wish Swiftdeath View Post
Honestly, why do you keep this thread alive?

Assasins WILL NOT BE REWORKED
. They are a broken mechanic and Anet doesn't have time to fix them.

Many, many people have explained to you the problem and yet you flame them, accuse them of being bias simply because they don't agree with you.
Actually no, I am the one being flamed, I am not the one doing the flaming.

Quote:
Warriors are far more complex than assasins will ever be, I don't play warrior alot - I do ocassionally for fun and although I can get kills here and there it would take alot of effort for me to be able to play one well in PvP. Assasins I can just hop on and be just as effective as other assasins without even trying. This type of talk is not called ''explanations'', its called your own mindless opinion. I call it mindless opinion because it contains no backup information and detailed explanation on why you claim Wars are more complexed.
Saying so doesnt make it so.
Quote:
Open your eyes and realise that Assasins don't have a place in guild wars PvP. I call this type of comment a flame towards me. So as you can see, Im the one being flamed, I am not the one flaming. And apparently you are one of the many who are flaming me.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

assassins are much easier to play than warriors. that is irrefutable. so far, you haven't done anything that will chance anyone's opinion on the matter. you can of course, pull your "i'm better than you hahahaha" shtick, but that still won't change anything.

you also still have not demonstrated why assassins are needed in higher level gvg. you've only mentioned buffs that will make them grossly overpowered, which does not contribute to the overall playability of the game.

as for who's doing the flaming... i'm quite sure YOU were the one who got banned for it. please try not to make the same mistake, 'cause the next one will be longer.

Celeborn10

Celeborn10

Frost Gate Guardian

Join Date: Dec 2006

In my lair...

R/Mo

Quote:
Originally Posted by wtfisgoingon View Post
Actually no, I am the one being flamed, I am not the one doing the flaming.


This type of talk is not called ''explanations'', its called your own mindless opinion. I call it mindless opinion because it contains no backup information and detailed explanation on why you claim Wars are more complexed.
Saying so doesnt make it so.
The only real place that Assassins would find a place is in GvG builds with an emphasis on movement. You keep on insisting that Assassins should have a place in GvG but really the only role that you keep on suggesting is to buff shadowsteps which even if put into effect won't bring Assassins back into GvG with a much more survivable option in Mindblast/Distortion eles.

To quote Moriz:
Quote:
Originally Posted by Moriz
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. Rangers are used primarily because of their interrupts which make them fairly flexible. Shockaxe brings 2 knockdowns for a total of 6 seconds and the threat of a 20 second disable after that. Assassins at their best might be good at ganking but they are bad at the stand. Their health is inferior, their armor is inferior and all the utility they offer at the stand is possibly 2 knockdowns. Being good at ganking isn't good enough to be 12.5% of a teambuild.

[Disrupting Dagger]-5/10e .25a 15r Halfrange spell. If Distracting Dagger hits, it interrupts target foe's action but deals only 1...13...16 damage. If the interrupted action was a spell, that spell is disabled for an additional 20 seconds. (copied from Dshot)

[Disrupting Stab]-Change to 1/2 second activation. (Considered change from skill disable to knockdown if a skill were interrupted)

That said there really isn't much improvement to be made to make the class better at ganking without becoming explicitly overpowered. My suggestions wouldn't do well as other classes could still perform better at the stand. I don't think that buffing Shadowsteps is the way to add depth and skill to the class. (If you need ask it's because it breaks positioning).

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by moriz View Post
assassins are much easier to play than warriors. that is irrefutable. so far, you haven't done anything that will chance anyone's opinion on the matter. you can of course, pull your "i'm better than you hahahaha" shtick, but that still won't change anything.

you also still have not demonstrated why assassins are needed in higher level gvg. you've only mentioned buffs that will make them grossly overpowered, which does not contribute to the overall playability of the game.

as for who's doing the flaming... i'm quite sure YOU were the one who got banned for it. please try not to make the same mistake, 'cause the next one will be longer. asns are only thought of as more simplistic than wars if you think of things in a simple way, which of course you are doing.
i've already explained why in my previous posts, dont feel like retyping and rephrasing everything, so ill just leave it at that.

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by Celeborn10 View Post
The only real place that Assassins would find a place is in GvG builds with an emphasis on movement. You keep on insisting that Assassins should have a place in GvG but really the only role that you keep on suggesting is to buff shadowsteps which even if put into effect won't bring Assassins back into GvG with a much more survivable option in Mindblast/Distortion eles.
shadowstep buffs for sins only
and dagger attacks buffs will bring them back.
if shadowsteps were only asn-viable, that should not be a problem for abuse.
but you cant convert the asns into rangers as rupters, nor can you convert them into a war's style of combat.
we need hit and run as intended by the name assassin.
the problem is that you are attempting to convert and compare a hit and run asn style of play to a war's style of combat.

Quote:
Rangers are used primarily because of their interrupts which make them fairly flexible. Shockaxe brings 2 knockdowns for a total of 6 seconds and the threat of a 20 second disable after that. Assassins at their best might be good at ganking but they are bad at the stand. Their health is inferior, their armor is inferior and all the utility they offer at the stand is possibly 2 knockdowns. Being good at ganking isn't good enough to be 12.5% of a teambuild.

[Disrupting Dagger]-5/10e .25a 15r Halfrange spell. If Distracting Dagger hits, it interrupts
target foe's action but deals only 1...13...16 damage. If the interrupted action was a spell, that spell is disabled for an additional 20 seconds. (copied from Dshot)

[Disrupting Stab]-Change to 1/2 second activation. (Considered change from skill disable to knockdown if a skill were interrupted)

That said there really isn't much improvement to be made to make the class better at ganking without becoming explicitly overpowered. My suggestions wouldn't do well as other classes could still perform better at the stand. I don't think that buffing Shadowsteps is the way to add depth and skill to the class. yes, its quite obvious that the war's qualities as a frontline outshines a sin, ive already explained this on a previous post.
so, the comparison is there, why not do something about it such as nerfing mobility of the war and giving asns room to enter? you cant give wars a all-in-one-package and expect them to replace all melees because they are given all the qualities that the other two melees has AND BETTER.
this lead me to insist on buffing shadow steps, shadowsteps = mobility.
and only giving shadowsteps to sins ONLY.

the comparison is there, and people still doesnt bring up ideas on nerfing wars and buffing sins to give an equilibrium balance.


Quote: if you are going to argue in such a way,
why not just say all casters is a problem then? since all they need is to get in range of aggro circle and unload their damage
the asn is basically the same only with 10 al more, and requires direct melee contact to unleash damage
as said before this is a unique style of playing, shadow stepping hit and run
you cannot argue the shadow step positioning against sins because positions become blended and diluted in pvp, positions are not 100% constantly maintained <-- this is one of the things ive said over and over and over
so you cant tell me that i havent been replying back with a valid argument, its because you HAVENT read through the thread.

ive played both wars + sins in all pvp regions.
i am equally skilled in sin & war.
the only difference about me compared to the ones on here is that im NOT bias towards sins like everyone on here is.
im comparing both sides equally.

Quote:
(If you need ask it's because it breaks positioning). this i had to quote+bold+italicize+underline because i've explained many times in this thread why the positioning argument cannot be used against shadowsteps.
i've typed up too much on how this is a wrong argument to use against sins and shadowsteps, if you read through my posts on this thread, youll find my reply to this.

Chicken Ftw

Chicken Ftw

Wilds Pathfinder

Join Date: May 2006

I'm not even really going to bother with the positioning/shadowstep argument. If you don't understand by now how pushing one button and instantly being in range to unload your damage negates things like movement control and positioning, you never will. Besides, pretty much all your replies are either theorycrafting from someone who's never played a warrior or "I already replied to this earlier", when in fact you haven't. Unless you count "sins are unique" as a valid argument for shadowsteps.

Thread gives me a headache. Stuff like:

Quote:
Sins' way of pressuring and fake spiking "which requires skill, since many of you claimed Sins = no skills to play"
execute any lead/offhand attacks on a monk A
execute his lead/offhand on monk B
return to unleash his next attack following from either his lead or offhand attack to monk A
this requires a sin to remember who he attacked before, and also TIMING his remaining time limit to unleash his next offhand/lead attack/dual attack on monk A.
this is called fake spiking, as many of you said Sins COULDNT FAKE SPIKE. I'm not even sure what you're talking about here. You make it sound like you think you can lead attack monk A, then lead attack monk B, then skip lead and go right into offhand on monk A. Go try that out, see how it works for ya. I'll wait.

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by Chicken Ftw View Post
I'm not even really going to bother with the positioning/shadowstep argument. If you don't understand by now how pushing one button and instantly being in range to unload your damage negates things like movement control and positioning, you never will. Besides, pretty much all your replies are either theorycrafting from someone who's never played a warrior or "I already replied to this earlier", when in fact you haven't. Unless you count "sins are unique" as a valid argument for shadowsteps.
I'm not even sure what you're talking about here. You make it sound like you think you can lead attack monk A, then lead attack monk B, then skip lead and go right into offhand on monk A. Go try that out, see how it works for ya. I'll wait. ok scratch that one off, my mistake on that.
so the sin DOES NOT have the ability to fake spike.
one less quality compared to war.
ok so thats one more reason to buff sins and nerf wars

Chicken Ftw

Chicken Ftw

Wilds Pathfinder

Join Date: May 2006

I think that's the big mistake. You can't really compare them equally, they're pretty much crafted from the bottom up as different roles. The sin was designed to be more of an instagibber with high mobility, better in splits but less useful at the stand and low on other utility due to bar being largely attack skills, and the war was made to be more of an up-close sustained dps machine with enough utility to support a multitude of roles.

As they stand, I don't really have that much of a problem with the current shadowsteps. I still dislike their base mechanic because they basically nullify the point of pre-kiting and proper positioning to reduce damage, but they're not all that problematic in their current incarnation (mostly because most suck now.) Wastrel's might could use a bit longer recharge and I'm not fond of Augury/Shadow Fang, but other than that, meh. Sure, make them sin only. I don't really care much for Recall anyway.

The sin could use buffs to some skills to promote more diversity than the 1-2 bars people actually still run. I say that kinda warily though, since the balance team tends to be either too heavyhanded leading to brokenness, or barely touch anything to the point where it's like, why'd you even bother? What I'd really rather see is a reworking of the entire class, but that's far less likely to happen.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

when sins were part of the gvg meta, they had these qualities:

-teleport+snare, no aftercast
-delivered ~600 damage in the space of 4 seconds

they weren't used to outposition their opponents. they weren't used to apply pressure at multiple points. they were used to blow people up every 20 seconds at the flag stand.

gvg was also played very differently back then. VoD existed, and npcs counted a whole lot more. were sins used to exclusively gank those npcs? nope. often times, in a sin heavy build, there would only be one ganking while the other one (or two in some cases) stayed at the stand and hope to blow something up every 20 seconds. in fact, ganking npcs were often used as a last minute suicide run if the sins couldn't blew people up at the stand.

gvg no longer place much emphasis to npcs. if sins are to make a comeback into gvg, they will have to perform at the flagstand. and as you can see, the only way they'll ever be used at the flagstand is if they went back to the 600 damage, teleport+snare every 20 seconds builds that existed before. it should go without saying that they would be ridiculously overpowered. that is not good for the game.

as such, sins should not, and WILL NOT, be buffed. just enjoy them in low level pvp like RA and AB. that's where they belong.

wtfisgoingon

Banned

Join Date: Jun 2006

even if shadowsteps were buffed back for asns, they still wont be able to gank as they used to in the BoA meta.
so i see no harm in doing so.

also, instead of not thinking and just saying to remove asns from GvG builds, you arent thinking of certain simple ways in attempt to bring them back (thats because you dont play sins, what about people who PLAYS sins?)
simple thoughts such as NERFING warrior mobility, and BUFFING assassin mobility is a good attempt
i dont see any harm in doing this, its an equal trade off to equally balance the two

and now to the ones ignorantly flaming me about my idea on buffing dash to 5 seconds FOR ASSASSINS ONLY on the ''may balance thread'', you can see why now its actually REASONABLE.

RadaArashi

Frost Gate Guardian

Join Date: Jun 2007

A/

Quote:
Originally Posted by wtfisgoingon View Post
even if shadowsteps were buffed back for asns, they still wont be able to gank as they used to in the BoA meta.
so i see no harm in doing so.
Anet has added aftercast to each one of them for a reason. Even the unused Shadow Fang so there's obviously harm in there.

Quote:
Originally Posted by wtfisgoingon View Post
also, instead of not thinking and just saying to remove asns from GvG builds, you arent thinking of certain simple ways in attempt to bring them back (thats because you dont play sins, what about people who PLAYS sins?)
simple thoughts such as NERFING warrior mobility, and BUFFING assassin mobility is a good attempt
i dont see any harm in doing this, its an equal trade off to equally balance the two
I play a sin, I have for the last 26 months according to /age and I'd consider it my main character so what I'm about to tell you is from sin player to sin player ok?

You're wrong. You have no RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing clue what you're talking about.

Do you even know anything about warrior mobility? I'm surprised you don't know from all the posts that have been trying to explain it. A warrior's mobility takes some judgment, correct positioning. A sin's takes a button, followed by 23456.

The "buff" you're looking for is trying to turn the sin back to its shadow prison days where you could kill anything every few seconds, which was terrible concept in a balanced game. I don't want my favorite class to go back to that.

Quote:
Originally Posted by wtfisgoingon View Post
and now to the ones ignorantly flaming me about my idea on buffing dash to 5 seconds FOR ASSASSINS ONLY on the ''may balance thread'', you can see why now its actually REASONABLE. No one's flaming you. Flaming you would be to call you offensive names, people are merely telling you that you're wrong and providing an argument and all you do is go "are not!" without providing anything to back you up.

I didn't like to admit it either in the past, but after some recent experience (I'll admit, I still got troubles with Frenzy, so I use Flail) I can tell its true, playing a warrior takes more skill, judgment and awareness than playing an Assassin, as well as Dervish, Necromancer, Paragon, Ritualist. These classes have design flaws which I hope to see fixed in GW2 (specially assassin). Other classes that take skill to play are also Ranger, Monk, Ele and Mesmer.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

a 5 second dash is stupid no matter what profession its limited to. there's no argument, yet you still try to. nothing should have that much mobility. you haven't done anything to prove that assassins, already arguably the most mobile profession, should have MORE mobility.