Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Mar 16, 2007, 12:42 AM // 00:42   #21
Jungle Guide
 
Skye Marin's Avatar
 
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
Advertisement

Disable Ads
Default

If you take both Death's charge and Dark Prison then you get a combined recharge of something close to 20 seconds (45/2 = 22.5). I doubt that you used Shadow Prison the second it finished recharging. The bonus is, you can move to your second target a little bit quicker and you free up your elite for something else. The bad news is, it takes up two slots.

Recently, I've been having some fun with Augury of Death. It helps with general mobility tons.

For non-assiassin primaries, when it triggers with Destructive with Glaive, you automatically drop the urn so it does the damage right away. Also, there is currently no aftercast on Flame Djinn's haste, which is handy to start PBAoE combo with.
Skye Marin is offline   Reply With Quote
Old Mar 16, 2007, 04:34 AM // 04:34   #22
Banned
 
VitisVinifera's Avatar
 
Join Date: Nov 2005
Location: Northern California
Guild: HoTR
Profession: N/Me
Default

I just want Shadow of Haste unnerfed
VitisVinifera is offline   Reply With Quote
Old Mar 16, 2007, 05:57 AM // 05:57   #23
Desert Nomad
 
RPGmaniac's Avatar
 
Join Date: Aug 2005
Default

I definitely agree with this idea. The only thing though is people have stopped using [skill]Aura of Displacement[/skill] for favor of Shadow Prison. AoD can work almost as well and you can even deactivate it and shadow step back. I still think the other shadow step skills need a buff, 45 second recharge is still way too long for an assassin because IMO shadow stepping is a big part of an assassin's game plan. Think about it, you're not supposed to see an assassin coming, and you're not supposed to see them go either. An assassin that is walking up to their target is basically announcing "Hey! I'm going to spike So and so in 3 seconds! Get ready to save him, monks!".

/signed
RPGmaniac is offline   Reply With Quote
Old Mar 16, 2007, 06:17 PM // 18:17   #24
Desert Nomad
 
legion_rat's Avatar
 
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
Default

shadow stepping needs a buff, simple, it is the one thing that truely sets the sin apart from the other proffs.

~the rat~
legion_rat is offline   Reply With Quote
Old Mar 18, 2007, 05:01 PM // 17:01   #25
Desert Nomad
 
BahamutKaiser's Avatar
 
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
Default

I'm here again about another shadowsteping topic, as always.

Where do we start?, Firstly, the fact that some decent and useful (and notice that I am pointing out "decent") shadowstep elites have been made doesn't mean that exsisting shadowstep skills are good enough. The shadowstep elites are not even great, they are just good enough, but still take up an elite slot.

I really don't care what the opposition thinks, since they assume that a normal shadowsteps that are only useful in obscure situations are balanced, and that Assassin is overpowered because of a trade in natural defense and attack for powerful skills. Long recharges are the bane of gameplay, no matter what they are on, or what they involve, they make whatever skill less enjoyable and are poorly balanced.

I'm going to make this direct, and just list what I think the shadowstep skills should be, since I have debated why they should be frequent over and over again.

Augury of Death is a decent skill, not so much for surprise attacks, but it has utility for other builds and good useage.

Dark Prison has entirely to long of a recast time, and Deadly Arts isn't a great attribute to invest in for typical combat since the Assassin will almost always needs to invest in critical strikes and dagger mastery to deal damage, and requires something of a healing attribute.

Dark Prison
10 energy cost, 1/4 second cast, 30 second recast.
Increase hex duration to cause 33% speed reduction on target for 3-9 seconds.

Scorpion Wire is a complex spell, it requires you to make half the distance to the foe to activate, so your not safe, and than you must increase the distance to beyond the danger zone to trigger a shadowstep and knockdown. This only works if they foe is trying to get away from you, if they are trying to attack you than it is worthless, and it isn't a surprise, since you have to be half the distance to them to activate, and than they have a hex marking your intention so they know your coming.

Scorpion Wire
5-10 energy, 1/4 second cast, 15 second recast
Same effect.

Since it does include knockdown, reducing the recast may be significant enough to increase the cost, but it should be available more often either way.

Shadow Prison seems like a great skill, but it is really just good enough. it is basicly a little bit better than what Dark Prison should have been all along, as an elite it should still be better, and along with improving Dark Prison, Shadow Prison needs to keep an advantage.

Shadow Prison
5 energy cost, 1/4 second cast, 20 second recast
Same effect.

Half the cost for a shadowstep that slows twice as much and can be used 10 seconds faster is elite status, vs Dark Prison and as a whole. 10 energy for an elite shadowstep is too much anyway, it uses up alot of significant energy that needs to be used unloading when you reach the target. And again, as useful as this skill is, it is still in Deadly Arts, forcing you to invest in additional attributes to use effectively.

Beguiling Haze is IMO the ideal shadowstep. It offers Dazed even if it is short, and along with having an acceptable recast time, and again I reenphasize that 20 second cast time should be a regular for shadowsteping recast, not an elite feature, and best of all BH is in the Shadow Arts line, meaning no extra investment in additional attributes. Dazed is an Elite Condition as well, but being Elite really does overlap the effect of Dazed, and all of Assassins Dazing skills should be improved in cost or recast.

Beguiling Haze
10 energy cost, 1/4 second cast, 20 second recast.
Same Effect.

Along with improving BH, Golden Skull Strike should have it's cost reduced to 5 energy and perhaps last a second longer, and Temple Strike should have it's recast lowered to 15 seconds.

I really can't harp enough on how recast is a cost all on its own, if you can only use it half as often, than it already cost twice as much, a skill twice as powerful does not need to cost twice as much in energy and recast unless it is 4 times more powerful, simple math.

Death's Charge, the infamous "charge to your death" skill. The healing on this skill is a gimmic, it only works if your attacking a foe who is already healthier than you. As a simple surprise attack skill it should be the natural alternative for assassins to shadowstep to their foe with no significant additional effects.

Death's Charge
5-10 energy cost, 1/4 second cast, 20-25 second recast
same effect.

The cost can be increased to keep it weaker than elite shadowsteps if the recast is set to 20 seconds, or at 5 energy it should at least have a recast of 25 seconds. I would perfer the later in combination with the addition of a no attribute skill in the next chapter featuring 5 energy cost, 1/4 second cast, 20 second recast and simply shadow steps to target foe with no additional effects.

Heart of Shadow is not a legitimate shadowstep, with a random location within nearby radius, it could put you into harm as much as out, away from you opponent as well as closer. The shadowstep is an addition to what should be a reasonable preventive healing spell. The recast needs to be reduced so it can offer reasonable healing to oneself in comparison to Reversal of Fortune, Reversal of Damage, and Vampiric Weapon, which all have the significant advantage of being castable on allies to support and not just save oneself.

Heart of Shadow
5 energy cost, 1/2 second cast, 6-7 second recast
Shadowstep to adjacent-nearby location. For 15 seconds if you are the target of an attack, you are healed for exsisting amount.

Increased cast time by 1/4 second, reduced duration to 15 seconds instead of 60, and perhaps reduce the shadowstep distance to adjacent soe it doesn't spit you a significant distance to or against your favor, allowing for a quick projectile dodge at the most. It has to be this good to even consider as a healing alternative, Assassin does not have the luxury of skill slots for a little preventive healing, they need to have it often.

Return is the only Shadowstep I ever really appreciated, I like it and it should stay the same.

I am not really sure about Shadow of Haste. A long lasting IMS skill is significantly useful on it's own, and with another stance skill, it offers retreating shadowstep on demand. But it has a backfire to it as well, if the foe has a stance breaker, than they can send you packing, so it is a minimal speed boost with a drawback just as much as a retreat.

Shadow of Haste
5-10 energy cost, 30 second recast
Same IMS and duration.

Since it does offer an IMS for such a long duration and the additional effect of a retreat shadowstep, perhaps it should cost more, but because it can backfire, it shouldn't have a longer recast than duration.

Vipers Defense seems like a good skill, but a shadowstep which is triggered by your next enemy attack can backfire, and it can not be manipulated to dodge anything in particular, and may even take you by surprise.

Vipers Defense
5 energy cost, 1/4 second cast, 5-10 second recast
Shadowstep to adjacent-nearby location. Foe that strikes you is poisoned for the same duration.

This is a big change, since the shadowstep is activated by you, even if the distance is reduced on both heart of shadow and Vipers Defense, they can both offer the advantage of projectile dodging. If the use of shadowstep and reduced recast is too much, it doesn't need to have a reduced recast, but since it only poisons the enemy and doesn't give any raw defensive advantage, being usable every 5 seconds at least allows them to dip and dodge projectiles.

Aura of Displacement still has that nasty cost, 10 energy plus maintenance is simply too much, always has been, and with an improvement to shadowsteps AoD needs to be improved as well.

Aura of Displacement
5 energy and 1 maintenance cost, 1/4 second cast, 20 second recast
Same Effect.

Recall is also too expensive, and is a retreat skill, it's only saving grace is it's ability to be maintained on multiple allies, but that can't be done with this cost.

Recall
5 energy and 1 maintenance cost, 1/4 second cast, 15 second recast
Same effect.

And than the new one, which is almost retarded and currently shouldn't be an elite. It's only real use is to make a quick getaway and save a location for returning to. But remember it is an escape shadowstep, it should have an escape shadowstep recast, it is the only way to make it competative.

Shadow Meld
5 energy and 1 maintenance cost, 1/4 second cast, 10 second recast
Same effect.

Shadow Walk, It could be great if you have no enchantments to cast, I don't like it. But it can be useful in certain builds so it shouldn't be changed much.

Shadow Walk
5 energy cost, 1/4 second cast, 20 second recast.

Either Same effect, or reduce the values to 20 seconds as well. I almost have a mind to reduce the recast to 15 seconds, because giving up your enchantments means giving up many Assassin buff skills, and all of his healing skills, it is basicly a warrior shadowstep if I ever saw one, could be used by other classes who have no enchantments to cast in their build.

I don't like Spirit Walk or Swap, Spirits would have to be alot more frequent in order for them to be significant skills, and spirits arn't, and they really should be, but these skills arn't the focus of improvement. Perhaps they should be signets so they are free, but it matters very little.

Shadow Walk
5 energy, 1/4 second cast, 10 second recast
Shadow Step to target spirit, if target spirit is an enemy, deal 40 damage......

It could be an improvement. They could do something like add healing to allied spirits with Swap as well, giving it some utility significance. And Ritualists Draw spirit skill should heal their spirits as well, by like 50% or something, and they need another Draw skill which draws all their spirits in a circle nearby them from anywhere in their sight zone.

Anyhow that is how I think shadowstep should be improved. It should not require an elite to shadowstep at reasonable intervals, and we should not have shadowstep skills with more than 30 second recast, even at 30 seconds they arn't going to be regular, and unless they have some significant additional effect, they should be 20 seconds, this is natural assassin defense compensation, they have powerful attack skills because their attack does nearly no damage by itself, and they should have powerful damage avoidance and healing skills because their defense and vulnerability is the worst combination in the game.

Some suggestions for future shadowsteps are the blank shadowstep which does nothing but shadowstep to target for for 5 energy and a 20 second recast, and an elite blank shadowstep which can shadowstep to target foe or allie every 15 seconds, perhaps even teleport instead of shadowstep. Either could feature a 4 attribute requirement in shadow arts.

Also, a Critical Strikes Elite Shadowstep/Dagger attack which deals damage, shadowsteps to target foe and counts as a lead attack, with a 15 second recast would be good, for 5 energy, or it could include critical as well, and maybe cost 10 energy. With the 10 energy cost and critical strike attribute it would be a costly but useful skill for an assassin secondary, but for an assassin the cost could be returned by up to 4 energy with critical strikes an critical eye, which would also count as a lead attack for them, other classes would require a dagger change to use, and if they are trying to swap from adrenaline weapons they would lose all adrenaline progress.

Adding a Dagger requirement is an easy way to remove the use of many or certain shadowsteps from adrenaline spike builds, also adding an adrenaline reduction of 1 or 2 strikes for any shadowstep skill can also be a disinstentive. If the reason for suppressing shadowstep effectiveness is another class, than a disability needs to be set for use with that other class, not assassin, assassin cannot abide by other classes strengths, assassin skills need to compensate for assassin weakness.

Last edited by BahamutKaiser; Mar 18, 2007 at 08:01 PM // 20:01..
BahamutKaiser is offline   Reply With Quote
Old Mar 19, 2007, 05:26 AM // 05:26   #26
Desert Nomad
 
tenshi_strife's Avatar
 
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
Default

wow kaiser i ahve to say there is no better way of saying that, yes yes and yes i agree 100% with you on all of that, cause sins currently are boned, hell i dont even sin very often and i can tell the problem
tenshi_strife is offline   Reply With Quote
Old Mar 19, 2007, 07:44 AM // 07:44   #27
Forge Runner
 
Kool Pajamas's Avatar
 
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
Default

Maybe a shadow walk with a much shorter recharge (10?) but has a 50% chance of failure with critical strikes < 8.
Kool Pajamas is offline   Reply With Quote
Old Mar 19, 2007, 08:24 AM // 08:24   #28
Banned
 
Yanman.be's Avatar
 
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
Default

Quote:
Originally Posted by Strange Guy
(exp from r9 sin)
HA isn't the same as other PvP forms.
Yanman.be is offline   Reply With Quote
Old Mar 19, 2007, 12:40 PM // 12:40   #29
Wilds Pathfinder
 
Join Date: Jul 2005
Profession: Mo/
Default

This thread exists as if shadowstepping isn't ridiculous enough ......
linh is offline   Reply With Quote
Old Mar 19, 2007, 02:44 PM // 14:44   #30
Ascalonian Squire
 
Join Date: Oct 2006
Default

Quote:
Originally Posted by linh
This thread exists as if shadowstepping isn't ridiculous enough ......
Oh yeah, a 45 sec recharge shadowstep is so powerful that it kills instantly an opponent... :-/

/signed

Last edited by djbartek; Mar 19, 2007 at 06:09 PM // 18:09..
djbartek is offline   Reply With Quote
Old Mar 19, 2007, 10:11 PM // 22:11   #31
Academy Page
 
Join Date: Sep 2006
Profession: A/W
Default

Quote:
Originally Posted by BahamutKaiser
If the reason for suppressing shadowstep effectiveness is another class, than a disability needs to be set for use with that other class, not assassin, assassin cannot abide by other classes strengths, assassin skills need to compensate for assassin weakness.
totally agree.
Cloud5646 is offline   Reply With Quote
Old Mar 19, 2007, 10:49 PM // 22:49   #32
Lion's Arch Merchant
 
Join Date: Jul 2005
Default

Shadow steps are already too strong. The reason the skills themselves have to be weak is because the mechanic itself is too powerful. In a game where a large part of the difference between a good and mediocre player is positioning, offering a way to bypass positioning wasn't one of the dev's best ideas. The offensive and movement based steps are both incredibly problematic.

The offensive steps end up contributing towards spike builds. Thats all they can really do. A dslash teleporting around is a lot less useful than a SP warrior in a spike build. If shadowprison had never been introduced, death's charge would still be seen more than occasionally. If you buff death's charge to the point where its recharge is close to shadowprison, all that will happen is you'll begin to see people using damage elites with the telespike. The snare is a big reason why SP sins work, but on a warrior in eurospike, a backbreaker would work even better. Eurospike, as is, turns warriors into a heavily armored caster that puts a dw into what is a caster spike.

Offensive steps take a lot of skill out of GW, but they're not outright imbalanced as passive steps are. Skills like recall and prenerf SoH run on corrupted or druids are incredibly hard to beat without counters. You can't defensively because they can collapse on the stand a lot faster than you can possibly respond to. The only answer for a team that doesn't have a snare heavy split ready to chase them down is to push through their stand team or split offensively and hope your makeshift gank can clear the base faster than two boa sins (on these two maps, where you can't come at the split from the back: on corrupted, you need to push through the other teams base to get behind them, on druids you can put recall at the flagstand). These type of skill need more to be nerfed into oblivion more than buffed.

PvP wise shadow steps are a stupid concept. The nonelite offensive steps should stay in their current form and the current recall stupidity shouldn't even be possible. Shadow steps have virtually no impact on pve, so its not even an argument that it should be buffed for pve (oh noes, i cant teleport my 60 AL sin into a group of lvl 28 mobs often enough). I can see a recall nerf being a pain in the Deep, but really, an imbalanced skill shouldn't be left the way it is for the sake of the 24 people that still go there.
wolfy3455 is offline   Reply With Quote
Old Mar 19, 2007, 11:57 PM // 23:57   #33
Academy Page
 
Join Date: Sep 2006
Profession: A/W
Default

I see you are messing things up a bit.

Quote:
Originally Posted by wolfy3455
oh noes, i cant teleport my 60 AL sin into a group of lvl 28 mobs often enough.
Assassins dont have 60 AL (This lets me know you have alot of knowledge about assassins, thus making you a great person to debate with)

Quote:
Originally Posted by wolfy3455
In a game where a large part of the difference between a good and mediocre player is positioning, offering a way to bypass positioning wasn't one of the dev's best ideas.
Positioning is not for melee characters... Imagine a Melandru derv: "Oh I'll position myself right here and wait till someone come to me so I can hit it!"

And all the talk about other classess using shadow steps does not matter. As BahamutKaiser said: "If the reason for suppressing shadowstep effectiveness is another class, than a disability needs to be set for use with that other class, not assassin, assassin cannot abide by other classes strengths, assassin skills need to compensate for assassin weakness."

I agree that SoH was indeed too good, but it has already been nerfed and this thread is not about it.

I don't care about the PvE talk either, I'm done with it a long time ago.

Last edited by Cloud5646; Mar 20, 2007 at 12:00 AM // 00:00..
Cloud5646 is offline   Reply With Quote
Old Mar 20, 2007, 12:23 AM // 00:23   #34
Banned
 
Evilsod's Avatar
 
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
Default

Theres a slight difference between Dark Prison and Shadow Prison. The recharge of Shadow Prison is shorter and the skill lasts longer. Which obviously is what makes it elite... Problem is it times in way too nicely with the recharges of all the skills actually involved in the 'qwerty' spike. That and no matter what they do to Shadow Prison, Black Lotus Strike just regens all the energy they need to complete the spike. Then once they're done they can run off like the corwards they are.

They need to do something about it... i'd rather they completely destroy the skill beyond all comprehension than have to fight yet another 4 or more SP/BoA Assassins EVERY SINGLE ALLIANCE BATTLE!
Evilsod is offline   Reply With Quote
Old Mar 20, 2007, 01:11 AM // 01:11   #35
Lion's Arch Merchant
 
Join Date: Jul 2005
Default

Quote:
Originally Posted by Cloud5646
I see you are messing things up a bit.


Assassins dont have 60 AL (This lets me know you have alot of knowledge about assassins, thus making you a great person to debate with)
I made a mistake. It happens. I got a number off, the rest of your post shows a lack of knowledge about game mechanics. Which is the bigger problem?
Quote:
Positioning is not for melee characters... Imagine a Melandru derv: "Oh I'll position myself right here and wait till someone come to me so I can hit it!"

And all the talk about other classess using shadow steps does not matter. As BahamutKaiser said: "If the reason for suppressing shadowstep effectiveness is another class, than a disability needs to be set for use with that other class, not assassin, assassin cannot abide by other classes strengths, assassin skills need to compensate for assassin weakness."
.
Positioning was the bread and butter of mellee characters. Positioning on any type of adrenal spike used to be one of the biggest differences between a good caller and a bad one. Mellee characters used to need fake collapses, fake shocks, off spikes,(the last two aren't positional, but they are caused by position issues) and good timing (I don't mean 321, i mean how long will it take me to reach this distance?) to be consistantly successful at adrenal spiking.

You also needed to know when to overextend, when to lineback (giving up team position if done poorly), and when the other team has overextended softies. Shadow steps eliminate the need for every aspect of positioning listed above. Warriors become casters.

You should be able to arrive at the reason why sins shouldn't be saved by an imbalanced mechanic using common sense. An imbalanced mechanic shouldn't be the only thing preserving a class. The class should be able to preserve itself through the strength of its own skills. If shadowstepping is the only thing keeping sins in the game, then the rest of their skills need to be looked at. Buffing the imbalanced aspect isn't the way to go. Sins do have some strong combinations without shadowstepping, but most of their skills and chains are useless.

That tirade was actually about recall, btw. Its not as strong as SoH was, but its still insane. Nonelite shadow steps shouldn't have anchors without strong restrictions. If there were strong enough skill chains to use them, it would even be questionable whether elites should have anchors.
wolfy3455 is offline   Reply With Quote
Old Mar 20, 2007, 01:17 AM // 01:17   #36
Desert Nomad
 
lacasner's Avatar
 
Join Date: Jun 2006
Default

Quote:
Originally Posted by Evilsod
i'd rather they completely destroy the skill beyond all comprehension than have to fight yet another 4 or more SP/BoA Assassins EVERY SINGLE ALLIANCE BATTLE!
Now theres an idea...



Actually nah on second thought, destroying practically the only thing pvp sins have going for them is not good..it would be practically if Anet nerfed to shiznit out of RoF or something for monks..; bad comparison I know, but it is at least somewhat accurate.
lacasner is offline   Reply With Quote
Old Mar 20, 2007, 02:47 AM // 02:47   #37
Desert Nomad
 
BahamutKaiser's Avatar
 
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
Default

Shadowstep was developed for Assassin the same way heavy elemental damage was developed for Elementist. The effective uses of shadowstep with other classes need to be addressed with drawbacks related to other classes, and particularly adrenaline, to prevent the best defended character in the game from being proficient with the least defended characters skills.

The Assassin means change, as any new class is. The Assassin was not ment to work the way warrior does, and it was intended to offer more dynamic gameplay to increase the complexity of gameplay. Assassins are developed to overcome their lack of defense with damage avoiding skills, and that clearly involves shadowsteps.

The idea that having more frequent shadowsteps puts more newb assassins on the front line prematurely more often is utter ignorance, you do not enter a new battle every 20 seconds, you rarely engage a new group of enemies every 30-45 seconds. 20 second recast means that Assassins can enter the battle quickly and lay out their attacks without the casualty of taking damage reaching their target, and escape the way they were designed to before major damage hones in on them. The problem is that they cannot continue to launch into combat again during the same battle, they must run in for a second strike. Reducing recast time offers almost nothing in the department of rushing into battle prematurely, because you do not enter a battle every 20 seconds. Low recharge time primarily offers the ability to repeatedly surprise attack a foe, and with another escape shadowstep, escape regularly as well.

The ability that needs to be introduced here is for Assassins to be able to step in and out of battle regularly. Assassins were never ment to stay in the frey of battle, they have barely any more armor than a caster, and at melee range they are typically open to an entire enemy parties wrath.

Now I will point out (again) the true features of a shadowstep. First of all, Shadowsteps are unidirectional, the only exception is an AoD. This means unlike an increased movement speed skill, you get to your target immediately from full range, but you do not have the ability to keep up with them without additional aid, so they can just as well turn and run. And more importantly it also means your using a skill which only allows you to advance or escape your foe, not advance and escape with one skill. Obviously, there are alot of exceptions with different Shadowsteps, DP and SP allow you to slow your foe as well as reach them, keeping them from escaping, and AoD allows you to reach and escape your foe with one skill. but only one of those are not elite, and being so, Dark Prison is the only Shadowstep which merits significant recast time. But even at 30 seconds your talking about limited use. With the improvements stated above, SP can still remain competative in cost, reuse and additional effect to any normal shadowstep. And need I point out that currently, SP does not just have a lower recast time and longer duration, it also has double the reduced movement speed hex, which is very significant if you are are being countered with a snare, because 33% reduced movement speed does not match cripple or Ice Hexing, but 66% meets or outmatches most slowing mechanisms.

The real issue here isn't whether Assassins or otherwise should be able to shadowstep to their target every 20 seconds, since they already can. The issue is being able to use normal shadowsteps reasonablly at all. The limitations and placement of shadowsteps are significant, isolating the placement of shadowsteps onto assassin is no different than isolating skills like gale and anything including exhaustion on elementist, they are capable of being used by other classes, but they are significantly more limited because Elementist is balanced with more power in exchange for significant weakness.

Warrior should never have had the ability to shadowstep to a foe and immediatly unleash devistating Warrior elites. Not frequently, not regularly, not occasionally, not at all. High recast times play much less part in this than people suggest as well. Most of these devestating elites require adrenaline to use, so even though they can reach the foe immediately, they need to build adrenaline first, and once they have reached the foe and start pasting him to the floor, it really doesn't matter that they can't use their shadowstep for twice as long as an elite shadowstep, because they have no intention of escaping conflict, they will stay on the front line, and they woln't gain significant ground on the enemy because they are already near them, shadowsteps do very little to keep close to a foe, they only bring you close quickly. And since the significant combination is shadowsteping to a foe and putting them down for massive amounts of time, they arn't really escaping anyway, they are likely dead, and if not they are very easy to chase with such powerful immobilizing skills.

This constant babble about how non-elite shadowsteps need to be obscure because of a combination of defensive advantage, maximum shutdown and immobilizing power, and surprise with Warrior is BS. They would gain far less advantage than suggested, with the only real advantage being the opportunity to move to another target more often. It is assassin which needs the feature, in order to use advancing shadowsteps with escaping shadowsteps on a frequent basis. And Warriors advanced spiking capabilities shouldn't exsist at all, let alone be even better with more shadowsteping, there should be limitations preventing them from surprising their foe and spiking a foe with their classes weapon skills in unison with a compensation skill from Assassin. There should have been a dagger weapon requirement or adrenaline lose of some level to begin with, and obscuring a neccessary assassin feature to limit a warrior combination advantage is poor balance, plain and simple. You can't justify breaking one class to fix another, that is simply failure.

With frequent shadowsteps Assassins don't gain significant increases in prematurely entering battle, because threatening battles are not finished every 20 seconds, if they are finished that quickly than it wasn't threatening and it wasn't a risk to enter battle ahead of their team. Assassins don't gain significant chasing advantages because if they are already next to the foe, than they don't need to shadowstep to them again, shadowsteps do not keep you close to the foe, they only get you to them quickly. They would still need to bring 2 shadowsteps to enter and escape battle if they use any other elite beside AoD, which is a very significant cost for a class which naturally requires at least 3 skills to mount a combo, and often uses 4, rarely more, as well as a healing skill and hopefully a rez skill, that leaves them with 1 additional skill at most. And most of all, they would be able to exit and return to combat regularly the way the class was always ment to be, without the need to use an elite for a natural neccessity.

And as usual, if having useful skills, shadowsteps or otherwise, is offering a significant advantage, an effective counter should be introduced, so strategy can balanced enjoyable skills instead of nerfed weakness, which makes it worthless for all but obscure combinations that arn't even significant to the primary for those skills.

Shadowsteps need to be done right, they always did, Assassins were ment to be crafty cripplers who get in and open a foe up to be spiked, with quick damage and condition application. Trying to compensate for their weakness with more damage and better defense just monotinizes a new class with an exsisting one, basicly putting Assassin right next to Warrior. The whole point of Assassin was to provide a new gameplay feature and way to play, and making their significantly original features effective and useful is where the improvement always belonged, and is still needed.

Real balance isn't keeping anything from being a serious threat, every skill and class should have a resonable and general opporunity to be effective and threating, and those extreme advantages need to be met with extreme counters. Balance and metagame should not revolve around the miniscule handful of skills which properly function and compete in significant combat, it should include a majority of effective skills and builds which offer a diversity of opportunities to succeed and advance. Stop trying to make the game easy and simple for dumb players.

Last edited by BahamutKaiser; Mar 20, 2007 at 03:11 AM // 03:11..
BahamutKaiser is offline   Reply With Quote
Old Mar 20, 2007, 04:14 AM // 04:14   #38
Lion's Arch Merchant
 
Join Date: Jul 2005
Default

M-m-m-m-monster post.
Quote:
Originally Posted by BahamutKaiser
Shadowstep was developed for Assassin the same way heavy elemental damage was developed for Elementist. The effective uses of shadowstep with other classes need to be addressed with drawbacks related to other classes, and particularly adrenaline, to prevent the best defended character in the game from being proficient with the least defended characters skills.
When looking at a strategy, you need to first ask what it is trying to accomplish, then at whether that goal is worth accomplishing for the price. In the case of heavy elemental damage, its rare that it can accomplish enough to be worth useing, but there are a few exceptions (sf, sh on jade, dual attunement air). Most of the time, they were put in the mitigation role. In the case of shadowstepping, the goal is covering ground instantly. The cost is... energy? The cost is negligible in exchange for the ability to ignore talented monks or the required intelligence in a split.

Quote:
The Assassin means change, as any new class is. The Assassin was not ment to work the way warrior does, and it was intended to offer more dynamic gameplay to increase the complexity of gameplay. Assassins are developed to overcome their lack of defense with damage avoiding skills, and that clearly involves shadowsteps.
Not all change is good and shadow steps drastically reduce game complexity. Of course the assassin wasn't meant to work like a warrior, but normally when a new skill drastically reduces the skill requirement to play, the skill is nerfed. Others skill generally aren't made as mindless.
Quote:
The idea that having more frequent shadowsteps puts more newb assassins on the front line prematurely more often is utter ignorance, you do not enter a new battle every 20 seconds, you rarely engage a new group of enemies every 30-45 seconds. 20 second recast means that Assassins can enter the battle quickly and lay out their attacks without the casualty of taking damage reaching their target, and escape the way they were designed to before major damage hones in on them. The problem is that they cannot continue to launch into combat again during the same battle, they must run in for a second strike. Reducing recast time offers almost nothing in the department of rushing into battle prematurely, because you do not enter a battle every 20 seconds. Low recharge time primarily offers the ability to repeatedly surprise attack a foe, and with another escape shadowstep, escape regularly as well.
Your insult can pretty much be covered by one fragment : reading comprehension ftw. Your ideas sound good on paper, but in practice they work out terribly. If a player gets themselves in a bad spot, they have to get out. There shouldn't be a "woops, my bad" button. The concept allows bad players to do whatever they want with low consequences. The problem with your line of thinking is that hit-and-run for idiots isn't supported by the rest of the game. Fortunately, theres really only one skill left that supports your idea of getting in and out safely.(recall)
Quote:
The ability that needs to be introduced here is for Assassins to be able to step in and out of battle regularly. Assassins were never ment to stay in the frey of battle, they have barely any more armor than a caster, and at melee range they are typically open to an entire enemy parties wrath.
As stated above, this idea sounds great alone on paper, but in practice, it removes a lot of skill from gameplay.
Quote:
Now I will point out (again) the true features of a shadowstep...
If shadow steps removed adrenaline, death's charge could probably be moved down to 30. Thats it. As previously stated, the problem is with the concept of shadow stepping. It has nothing to do with the individual skills. You're bypassing one of the fundamental resources of GW: positioning.
Quote:
The real issue here isn't whether Assassins or otherwise should be able to shadowstep to their target every 20 seconds, since they already can....
Gale isn't isolated. Energy storage is a bad primary. Elementalists aren't significantly more powerful than any other class. Once they hit 0, all casters have equal energy. Energy storage doesn't help with this in any way.
Quote:
Warrior should never have had the ability to shadowstep to a foe and immediatly unleash devistating Warrior elites...
I'll agree with the first line, but if someone is trying to charge a backbreaker with the exclusive purpose of telespiking, his build with be designed to build adrenaline quickly. More on sins, if you have a powerful combo, it doesn't matter whether you stay on the front line or not. With energy skills on recharges, sins can leave the fight and go to the bathroom while they wait for their skills to recharge(from previous examples of your reading skills, i feel i need a disclaimer here: i don't think sins go to the bathroom between skill chains).

Quote:
This constant babble about how non-elite shadowsteps need to be obscure because of a combination of defensive advantage, maximum shutdown and immobilizing power, and surprise with Warrior is BS. They would gain far less advantage than suggested, with the only real advantage being the opportunity to move to another target more often. It is assassin which needs the feature, in order to use advancing shadowsteps with escaping shadowsteps on a frequent basis. And Warriors advanced spiking capabilities shouldn't exsist at all, let alone be even better with more shadowsteping, there should be limitations preventing them from surprising their foe and spiking a foe with their classes weapon skills in unison with a compensation skill from Assassin. There should have been a dagger weapon requirement or adrenaline lose of some level to begin with, and obscuring a neccessary assassin feature to limit a warrior combination advantage is poor balance, plain and simple. You can't justify breaking one class to fix another, that is simply failure.
The problem in this case isn't with the classes (though the sin class does have its own problems) but with the mechanic itself. Moving to a target instantly is a huge advantage that you're seriously underrating.

Quote:
With frequent shadowsteps Assassins don't gain significant increases in prematurely entering battle, because threatening battles are not finished every 20 seconds, if they are finished that quickly than it wasn't threatening and it wasn't a risk to enter battle ahead of their team. Assassins don't gain significant chasing advantages because if they are already next to the foe, than they don't need to shadowstep to them again, shadowsteps do not keep you close to the foe, they only get you to them quickly. They would still need to bring 2 shadowsteps to enter and escape battle if they use any other elite beside AoD, which is a very significant cost for a class which naturally requires at least 3 skills to mount a combo, and often uses 4, rarely more, as well as a healing skill and hopefully a rez skill, that leaves them with 1 additional skill at most. And most of all, they would be able to exit and return to combat regularly the way the class was always ment to be, without the need to use an elite for a natural neccessity.
The thing is, nothing should be able to ignore positioning entirely. It doesn't matter whether he's using most of his bar to do so while still being a threat.

Quote:
more repetition
Quote:
Real balance isn't keeping anything from being a serious threat, every skill and class should have a resonable and general opporunity to be effective and threating, and those extreme advantages need to be met with extreme counters. Balance and metagame should not revolve around the miniscule handful of skills which properly function and compete in significant combat, it should include a majority of effective skills and builds which offer a diversity of opportunities to succeed and advance. Stop trying to make the game easy and simple for dumb players.
This part made me chuckle. People against shadowstepping are trying to simplify the game? If complexity is taking one of the most important player skills out the game, then I'm against complexity. Except, that isn't really complexity at all. Thats someone liking a mechanic and ignoring the consequences of it.

As long as quickly reusable shadowsteps exist, sins can never be truly balanced. Sins are currently a button mashing class. In the current popular sin build, you can move your finger across whatever your hotkeys are every 20 seconds and be using it almost to its full potential. Classes shouldn't be that easy to fully use, but sins can't be given real threat, because then they become a force that shouldn't be able to be executed with a karate chop on your keyboard. You want balance through buffing what sins currently have going for them. If that happens, sins will never be a truly balanced class.

Diversion is arguably the most broken skill in the game. Its a hard counter to pretty much everything. It punishes using skills to the point where you'll wait for it to end rather than casting through it. It even has a decent recharge. However, diversion in the hands of an inexperienced player is only a threat to other inexperienced players. In the hands of a good player, it will be that general counter. Sins at the moment are nothing like diversion, because everything is balanced with the specter of shadowsteps simplifying it. If sinces are to become a balanced, skill based class, then their chains need to become less fragile and the specter of shadow stepping has to leave the picture.
wolfy3455 is offline   Reply With Quote
Old Mar 20, 2007, 05:25 AM // 05:25   #39
Ascalonian Squire
 
Join Date: Oct 2006
Location: Ontario, Canada
Guild: The Crescent Hawks
Profession: W/N
Default

Meh,
I say buff shadowsteps and buff spirit spams for a sin vs rit arena.
Would that make everybody happy?
Ser Jaremy Ryker is offline   Reply With Quote
Old Mar 20, 2007, 07:51 AM // 07:51   #40
Academy Page
 
Join Date: Sep 2006
Profession: A/W
Default

Wolfy guy says Shadow Stepping shouldn't be in the game, since my thread is about improving them, I don't like the idea.
So here it goes...
Quote:
Originally Posted by wolfy3455
fake collapses, fake shocks, off spikes.
Don't use personal terms here I have no idea what those mean! (although I'm pretty sure you are just coming up with them cuz it got nothing to do with anything lol)
Quote:
Originally Posted by wolfy3455
(I don't mean 321, i mean how long will it take me to reach this distance?).
Is it so hard to say "one" when you get to the target?

Quote:
Originally Posted by wolfy3455
Positioning was the bread and butter of mellee characters
You are still messing things up! A melee character don't have a Position, it is constantly moving! if you still don't understand and I'll copy and paste the concept directly from guildwiki.

Quote:
Originally Posted by wolfy3455
The thing is, nothing should be able to ignore positioning entirely. It doesn't matter whether he's using most of his bar to do so while still being a threat.
Quote:
Originally Posted by wolfy3455
If sinces are to become a balanced, skill based class, then their chains need to become less fragile and the specter of shadow stepping has to leave the picture.
You just made all Anet's creativity go down the sink! Just think about Ground Control, if we take your point of view, Ritualist shouldn't be in the game either! they can give your team a great Ground Control advantage, thus, eliminating the "player skill" needed to do that.

Quote:
Originally Posted by wolfy3455
Not all change is good and shadow steps drastically reduce game complexity. Of course the assassin wasn't meant to work like a warrior, but normally when a new skill drastically reduces the skill requirement to play, the skill is nerfed. Others skill generally aren't made as mindless..
There you go again, give creativity a shot PLEASE. Take paragon as example. Paragon builds are easy to play, thus making them the perfect character for the Party Leader/Caller! But, again, if we take your point of view, paragons shouldn't be in the game either because their builds are too easy to play.

So please don't try to limit the game anymore, we want more and more inovative stuff to come!

Last edited by Cloud5646; Mar 20, 2007 at 03:49 PM // 15:49..
Cloud5646 is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:41 AM // 06:41.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("