The recent buff and subsequent overuse of dagger attacks is the result of a large disconnect between the assassin archetype the way people want to play Assassin. People want to play a non-fragile DPS class, and as a result, Anet has turned Assassins from glass cannons into glass machine guns without removing the possibility of skill overuse by hardier classes.
So here are my thoughts:
-Lead attacks should have a non-speed buff (such as increased damage, crit chance, or unblockability) to encourage their use but not require it.
-Offhand attacks should be weaker than leads/duals in terms of speed and damage (think about it. is your offhand stronger and faster than your lead?). This will discourage bar compression, but still allow for 4/5 skill combos.
The big one:
-The longest recharge in a chain should be 10-15 seconds,(With a minimum of 4 seconds for a 3 skill chain). This will limit use by rangers/dervishes and make bars more than 3 attacks and 4 buffs.
-Assassins should be able to defend themselves during the downtime.
This is mainly saying buff/rework shadow arts. The main idea is to make assassins harder to hit instead of enchant-tanks. Skill suggestions (some have already been said):
Blinding powder: Don't require offhand. Change to unlinked, with a blind duration of 4 seconds. Touch range (or half spell).
Caltrops: Make it 5 energy or not half ranged.
Dark Escape: Halve duration, 15 second recharge, cannot cast spells (run away after a combo, but can't be abused by monks)
Deaths Retreat: Lower recharge to 15 second, reduce healing by 25%.
Shadow Form (PvP): Change functionality to: 5e, 1/4 cast, 20r "Adjacent enemies are blinded and crippled for 5 second. Shadow step to target ally and gain 0...150 health. Your other spells are disabled for 5 seconds.
OR Maintained enchantment. 10e, 1/4 cast, 20r "end effect: all adjacent enemies are blinded and crippled for 5 seconds. Shadow step to the place where you originally cast this enchantment, gain 0...150 hp. Your skills are disabled for 5 seconds.
(Nice escape skill but not abuseable by monks or eles)
Shadow Refuge: Change it so the conditional healing happens if you don't attack anyone for the duration of the enchantment.
Shroud of Distress:
Halve duration, 20 second recharge, 5 energy. (so one removal doesn't kill you for 45 seconds)
Swap: (joke skill) Change functionality to:
10e, 1/4c, 20r. Enchantment: Create a level 1 Spirit of Shadow. For 3 seconds, 50% of the damage you take is redirected to your spirit of shadow. (Ends if spirit dies) You shadow step to a random nearby location.
Point is, Assassins should be hit and run. Not chase down, hit, be invincible, hit some more. There are other classes for that.
PS, this is a PvP-based thread because I'm tired of people complaining about shadow form
R

