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Old Mar 11, 2008, 10:51 PM // 22:51   #81
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internet forums ≈ high school

ontopic: deadly arts should get some buffs or more coverage at least. i'd like to see some alternative sin builds that help keep it fun at least in PvE.
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Old Mar 11, 2008, 11:18 PM // 23:18   #82
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Originally Posted by Theosephus
ontopic: Assassin utility is crap at the moment. i'd like to see some alternative sin builds that help keep it fun at least in PvE.
Fix'd.

Oh and Moebius Blossom is sustained DPS in my book... but I understand the discussion is about PvP, so I'll shut up.
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Old Mar 11, 2008, 11:25 PM // 23:25   #83
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Originally Posted by Magikarp
i just dont understand the frustration you all have. its called the tab button. you radar tells you exactly how close someone is. if you see a sin in your aggro, preprot, and you should have a veil on anyhow. if you're a different class than a monk, call it, or kite back until they notice.

all blocking/blinding/interupting, still works just as well, if not better on a sin as it does any other physical class. its really just people wanting to be lazy, so they want to see something they actually have to work against get removed.

every good mmo or rpg has at least one stealth class, who sacrifice armor or auto attack damage output for huge single target dps, and the ability to critical and suprise the enemy. it allows a whole different spectrum of any game to be unlocked, rather than the Redcoats forming in a big wall and standing still firing muskets.

if the idea of suprise spikes is upsetting to you all, idk why you all play gws, seeing as thats all this game is really based around pvp wise. you complain because ONE sin could kill ONE person very fast, if you stand there like dummies while he does it, but you never mention ONE dervish tearing peoples asses, or ONE kd warrior shredding a target ect. not to mention, its easier to stop ONE, than it is to stop a TEAM.

ranger spikes, and bloodspike have always been much stronger options than a single sin running around trying to gank everyone. so what if you hide behind a rock, anyone can move, and while you all whine about a single assassin that you guys are too blind to see clearly running up to your aggro bubble, i'd actually like to see a nice bit of balance to the actually dangerous spikes. instagib just never struck me as something hard to counter i suppose...
You've ignored my statement about the importance of positioning. Battlefield awareness is also much more difficult that you're making it out to be, something moving to casting range is a lot harder to notice when there's 15 other dots on the compass, some of which are already inside casting range, some which are outside. Sins have better mobility than most other characters, kiting away while you're on a split is difficult, although it is not impossible.

I never said that sins couldn't be countered. Stop distorting my argument.

Regardless of if other MMOs have stealth classes or not, Guild Wars is already different from many other MMOs. To counter your redcoat statement, all classes in guild wars have the ability to split off, however, assassins completely ignore positioning with shadowsteps.

I've never been completely against tele-instagib. Once again, stop distorting my argument. I run an assassin for fun in pvp, every time the sin is nerfed, I have to find something else to run.

And you still haven't addressed why sins should be able to ignore an important part of the game, positioning. They should have greater mobility, I agree with that. But being able to completely ignore an aspect of the game is bad. (I don't know about you, but you can still spike things with 2 wars without needing teleports)
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Old Mar 11, 2008, 11:33 PM // 23:33   #84
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Shadow Stepping - without - Sin spike damage seems to be less of a problem for most people, while IMO there are only a few that need nerfing...

[skill]return[/skill]... I'm looking at you.

As for stuff like SP/AoD:
being able to do stuff at range > having to get close to do your thing

even if there's a super awesome cool way to do it. If positioning was all its proponents make it out to be Warriors would have to be MAD not to go /A to the last.
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Old Mar 12, 2008, 12:09 AM // 00:09   #85
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If you get rid of return, get rid of all the offensive ones as well please.
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Old Mar 12, 2008, 01:25 AM // 01:25   #86
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Quote:
Originally Posted by Keekles
You've ignored my statement about the importance of positioning. Battlefield awareness is also much more difficult that you're making it out to be, something moving to casting range is a lot harder to notice when there's 15 other dots on the compass, some of which are already inside casting range, some which are outside. Sins have better mobility than most other characters, kiting away while you're on a split is difficult, although it is not impossible.

I never said that sins couldn't be countered. Stop distorting my argument.

Regardless of if other MMOs have stealth classes or not, Guild Wars is already different from many other MMOs. To counter your redcoat statement, all classes in guild wars have the ability to split off, however, assassins completely ignore positioning with shadowsteps.

I've never been completely against tele-instagib. Once again, stop distorting my argument. I run an assassin for fun in pvp, every time the sin is nerfed, I have to find something else to run.

And you still haven't addressed why sins should be able to ignore an important part of the game, positioning. They should have greater mobility, I agree with that. But being able to completely ignore an aspect of the game is bad. (I don't know about you, but you can still spike things with 2 wars without needing teleports)
claiming gws is a different beast of a game, is a fair statement. making the statement that the rogue/assassin/ninja classes of mmoland dont fit in gws is not.

also, positioning is NOT the biggest upset of field strategy, seeing as it only leaves the other teams splits and offence very distanced and thinned out, allowing counter spikes, counter melee, and frontline assaults from your own team.

i'd worry more about dervs and warriors using x/A skills than an actual assassin, who could be in a large amount of trouble if you counter him and start wailing on his face, moreso than the other melees.

shadowsteps create elements of suprise, but the drawback is you have to leave your team temporarily to get the full extent of the suprise. without a return skill (which not all carry), you're in for the full fight on your own, which is a quick easy kill for a team that pays attention. everything has an up and a down in this game. if someone wants to waste 2 slots for an in and out option, just to be a ninja, let them. they die just like everything else in this game.
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Old Mar 12, 2008, 03:31 AM // 03:31   #87
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the recent assassin skill updates, i feel, is merely the backlash from the fact that every assassin build post-NF uses a hex conditional to trigger their lead skips.

to me, the assassin as a whole is not overpowered. but instead, the entire hex conditional lead skips were overpowered and deserved to be nerfed.

so to answer the OP: assassins are still viable, and are better balanced as a whole, now that the problematic hex conditional offhands are brought back in line.
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Old Mar 12, 2008, 04:12 AM // 04:12   #88
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Quote:
Originally Posted by moriz
the recent assassin skill updates, i feel, is merely the backlash from the fact that every assassin build post-NF that uses a hex conditional to trigger their lead skips is a cookie cutter build.

fixed

123456789
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Old Mar 12, 2008, 05:03 AM // 05:03   #89
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Quote:
Originally Posted by Keekles
If you get rid of return, get rid of all the offensive ones as well please.
Right... solid argument here.

Quote:
Originally Posted by Magikarp
i'd worry more about dervs and warriors using x/A skills than an actual assassin, who could be in a large amount of trouble if you counter him and start wailing on his face, moreso than the other melees.
Indeed, but they DON'T, take for instance the popular Shock Axe build. Going /A would yield a Shadow Step in exchange for Shock. Apparently something about the KD is more attractive.

Moriz hit the nail on the head - with the BLS nerf all that was 'overpowered' disappeared.
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Old Mar 15, 2008, 04:39 PM // 16:39   #90
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isn't there still that trampling ox bullshit moron sins use in low level pvp?
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Old Mar 15, 2008, 05:17 PM // 17:17   #91
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Originally Posted by Bobby2


Indeed, but they DON'T, take for instance the popular Shock Axe build. Going /A would yield a Shadow Step in exchange for Shock. Apparently something about the KD is more attractive.

Moriz hit the nail on the head - with the BLS nerf all that was 'overpowered' disappeared.
no kidding they dont. that was the point bro. theres more utility in an unconditional kd or team buff than a slow, no guarantee shadowstep, that puts you right in the heat of their offence. thats why i feel like nerfs to shadowsteps are totally pointless. its a dead giveaway what someones doing, and puts them in danger, just for a field positioning that could cause suprise if someone lacks basic gameplay awareness.
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Old Mar 15, 2008, 07:00 PM // 19:00   #92
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Quote:
Originally Posted by ensoriki
isn't there still that trampling ox bullshit moron sins use in low level pvp?
Think they figured out a wamo with shock can beat them...
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Old Mar 15, 2008, 07:05 PM // 19:05   #93
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Originally Posted by Brimstonez
Boohoo...sins are taking over the battle arenas with their ganking. They're too powerful. They can kill way too fast.
(RESULT~Sin Nerf)

Boohoo...dervs are way too overpowered. They're taking over everything.
(RESULT~Derv Nerf)

Boohoo...monks are too strong, everyone is using them for solo'ing.
(RESULT~Monk Nerf) Though thanks to dedicated people, the solo'ing continues with new builds. Though I am rather pissed off that the heal party skills got trashed.

Boohoo...rits are taking over PvP with their spike teams. We can't beat them *no you just suck*
(RESULT~Rit Nerf)


Anyone else seeing a pattern here? So what if people come up with builds to do certain things. I feel that A.Net should not have the right to nerf these skills as badly as they do, for the sake of a few whingers. Every skill has a counter of some sort. There are ALWAYS ways to get around these supposed 'Overpowered' characters, it's just a matter of time and effort. A.Net is simply making things easier on PvP by nerfing these skills and forcing these 'elite groups' into creating new builds. By them doing this, it's just making a more lazy PvP community with no imagination.

ABSOLOTLY and TOTALY agreed. Ive only just stopped myself from deleting my Rit and my Sin several times now and its pissing me off. I play touch ranger in PvP now whatever people may say about them. I hate playing as them but it makes me feel good to kill a warrior and say 'you havnt been touched by the nerf-stick as hard as my sin has, so now im touching you down' . My second resolution this week was that if there are anymore nerfs on the sin im just gonna go caser on everything.
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Old Mar 15, 2008, 07:50 PM // 19:50   #94
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It seems to me that a lot of the skill and class nerfs have been at least influenced by continuous and very aggressive complaints from players who type first and think later.

Anet should have people involved more deeply in day-to-day forums and championship level guild PvP and PvE. That's where you get the best suggestions and the least idiots with short attentions spans.

Put simply, I want to know exactly what criteria Anet bases its skill balancing on, and whether or not they have their finger on the pulse of the community as a whole, or just a few small focus groups.

Last edited by Theosephus; Mar 16, 2008 at 02:42 AM // 02:42..
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Old Mar 16, 2008, 09:06 PM // 21:06   #95
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In pve, because this is the campfire, yes they are viable. Until db-ms is nerfed, or just ms, they will be fine.

In pvp, the good sin players are still good. And the bad sin players are still looking at pvx to become above average.
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Old Mar 17, 2008, 01:54 AM // 01:54   #96
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Quote:
Originally Posted by ensoriki
isn't there still that trampling ox bullshit moron sins use in low level pvp?
and what exactly is wrong with Trampling Ox? it is still a condional (requires cripple), it is more powerful than HotO since the nerf and is easier to apply and use and you don;t have to swtich to a BS secondary like SoJ for your KD spike. (Yeah, like A/Mo Assacasters are l337.) and, as hard as it is to believe, it is quite difficult to fit in a cheap cripple skill without some form of build DPS trade off. Perhps you prefer "Coward", "Shove" or "YAA" sins instead or the overpowered oldskool SP sin?
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Old Mar 17, 2008, 02:45 AM // 02:45   #97
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the current SP sin is now so combo-dependent that their power no longer compensates for the number of skill slots needed to maintain it (for those who don't know: it's 16. 6 for the chain, 2 for the conditionals, and 8 for the monk that has to babysit it constantly).

anet puts their balancing criteria on comparing skills with other skills that gives similar effect, as well as their effect on the entire team build. the subsequent nerfs to the popular assassin builds were because the fact that those builds do too much damage and too quickly.
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Old Mar 17, 2008, 08:44 AM // 08:44   #98
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All it takes is a well placed interrupt, something any adequate player should be able to do, to keep an Assassin out of the game a while. That was before all the heavy nerfs. So I really don't see what all the bitching is about.

Assassins have powerful attack chains but they are easily stopped and the Assassin is pretty fragile to play. By weakening their attack chains, attacking their mobility, and not even attempting to even at least buff any survivability or utility they have, makes an underdog class even less powerful than it already was compared to other classes.
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Old Mar 17, 2008, 12:59 PM // 12:59   #99
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Quote:
Originally Posted by Unreal Havoc
All it takes is a well placed interrupt, something any adequate player should be able to do, to keep an Assassin out of the game a while. That was before all the heavy nerfs. So I really don't see what all the bitching is about.

Assassins have powerful attack chains but they are easily stopped and the Assassin is pretty fragile to play. By weakening their attack chains, attacking their mobility, and not even attempting to even at least buff any survivability or utility they have, makes an underdog class even less powerful than it already was compared to other classes.
thank you for being one of the few that give me reason to believe there are a few people who know what they're takling about...
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Old Mar 17, 2008, 01:54 PM // 13:54   #100
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I still think that if your doing 100+ aoe damage every second with each attack, then it is overpowered :P
Critical scythe FTW

The criticals of a sin combined with IAS and Vow of Strength+Aura of Holy might are outrageous.You can blast through PvE!!
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