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Old Mar 23, 2008, 06:35 PM // 18:35   #21
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Line of sight. Thats all thats really needed. Assassins need to be quick about how they kill. If they aren't, they die.
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Old Mar 24, 2008, 05:48 AM // 05:48   #22
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Make the sin fly like a projectile but 50% slower.
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Old Mar 24, 2008, 08:24 PM // 20:24   #23
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Making them Assassin-exclusive would already solve a lot of problems.
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Old Mar 24, 2008, 08:29 PM // 20:29   #24
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Quote:
Originally Posted by thor hammerbane
Everytime you shadowstep, big red letters appear on your screen and say

"you fail at pvp"
Because pvp is about limiting all the resources you have available to you. I mean, heaven forbid if you actually put skills on your bar to win at pvp.

Putting a shadowstep on your bar means you understand the metagame. It doesn't mean you fail at pvp. Now if you want to say the metagame fails, thats a different story.
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Old Mar 25, 2008, 02:44 AM // 02:44   #25
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New shadowstep update: Upon using a teleport-shadowstep skill, nothing happens. However, if you use any skill within a 5 second span, you gain exhaustion. Something along these lines may balance it a little.
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Old Mar 25, 2008, 02:45 AM // 02:45   #26
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As much as I would like to put in light of sight, it would just be too complex for most people to comprehend. I think there can be a simple answer that will keep most people happy while most of the "i skip your frontline, and lol spike you," will end. Personally I think the worse part of SS'ing is the surprise you can put on a person.

My idea is make all shadowsteps 1/2 second activation and split it into two parts. In the first quarter second the person would hit the skill, a silhouette would appear next to the enemy the person is shadow stepping to. The second part would be just like they work now, the person shadowsteps and its done.

I think this would help one of the worst aspects of the mechanic without breaking it in the process. But, this is just my dump opinion.
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Old Mar 25, 2008, 03:11 AM // 03:11   #27
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Quote:
Originally Posted by Arkantos
Aftercast seems good. Possibly attack skills disabled for x seconds. Wouldn't mind seeing all shadowstep skills to be half ranged also.
I second that motion.

Positioning is too important and shadowstepping craps all over it.

Edit: I think Arkantos' suggestion could be implemented very will with offensive shadowsteps. Defensive shadowsteps.....are another problem.

Last edited by horseradish; Mar 25, 2008 at 05:09 AM // 05:09..
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Old Mar 25, 2008, 04:57 AM // 04:57   #28
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make them all touch skills >_< na i think that they should all just get a fat recharge time that should show them whats what
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Old Mar 25, 2008, 05:09 AM // 05:09   #29
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Quote:
Originally Posted by Master Ketsu
That gave me an interesting idea: Making shadowsteping turn you into a shadow with 400% increased movement speed, but end when a certain amount of time has passed ( 3 seconds at most ) or if you go outside of the aggro bubble you were in when you casted the shadowstep.

Interesting idea for GW2. Not possible with the current engine.
i actually like this idea

would b pritty cool to turn into a shadow
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Old Mar 25, 2008, 05:12 AM // 05:12   #30
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Idea I posted in a couple of threads:

Ill take deaths charge as an example:

For 3 seconds you cannot be targeted by spells or attacks (like shadow form) and move 100% faster. You cannot change directions and move directly towards target foe. (Can pass through terrain but can be body blocked by people). Whilst under this you cannot use skills, and cannot change directions. This effect ends when you are adjacent to target foe. When it ends if you're target has more HP then you you are healed for XXX.

This makes it similar to shadow stepping, also less useful for casters (eg monks) because you're useless during that time period. And it gives a 3 second warning that a sin is coming, so its less imba. Also wouldn't be that hard to implement.

EDIT: Forgot to mention that with skills like shadow walk, when it ends the effect comes over you and you return directly to the spot where you originally activated the skills. (On skills like recall, shadow meld, AoD, Shadow Walk, Shadow of Haste)
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Old Mar 25, 2008, 06:04 PM // 18:04   #31
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Line of sight, 50% fail chance with 7 (deadly arts/shadow arts) or less.
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Old Mar 25, 2008, 10:57 PM // 22:57   #32
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Quote:
Originally Posted by Byron
Line of sight, 50% fail chance with 7 (deadly arts/shadow arts) or less.
you win, =) ild make it 5 critical srikes, im not happy w/ instagib on sins but anet have at least been trying to balance then, a derv shadowstep up your face or a monk disapear and criple you has always been more disturbing to me.
My opinion is making then conditional and/or w/ a big ass drawback like Deaths charge only working on atacking foes, dark prision snaring you for 1/2 the duration if target has more then 50% hp when the hex ends,some inflicting self daze or another unstripable effect. The Elite ones could be kept as they are since... well... they are elite.
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Old Mar 25, 2008, 11:19 PM // 23:19   #33
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Aftercast/line of sight gets my vote. Disabling attack skills would kill adren combos so I can't approve of that.
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Old Mar 25, 2008, 11:42 PM // 23:42   #34
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Ride The Lightning (IMO) doesnt need to be changed, it causes exhaustion, and can eat up energy if you keep using it as a shadow step.

If they're dazed, 50% chance to miss target.
If blinded, 75% chance to miss target.
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Old Mar 25, 2008, 11:52 PM // 23:52   #35
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"shadow step to target for, for [time duration] you X"

X could be:
  • Gain exhaustion every time you use a skill
  • Attack slower
  • Move Slower
  • Deal less damage

X can be like time could be like: 4...1 seconds or whatever, make it dependent on crit strikes, then only sins can use it.

just an idea... all of the above and shadow stepping would NEVER be used again. Ever.
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Old Mar 26, 2008, 12:08 AM // 00:08   #36
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Quote:
Originally Posted by Master Ketsu
That gave me an interesting idea: Making shadowsteping turn you into a shadow with 400% increased movement speed, but end when a certain amount of time has passed ( 3 seconds at most ) or if you go outside of the aggro bubble you were in when you casted the shadowstep.

Interesting idea for GW2. Not possible with the current engine.
Completely new form for a shadowstep.

It would be a new effect called "Shadow Realm".

Upon entering Shadow Realm, all targets upon you are dropped. This means that if anyone has targeted you and is attacking/casting a spell, then their action would be interupted as if their target died. Note that targets can be regained, but takes work to catch the assassin again. While in Shadow Realm you are only a remnant of yourself (maybe only a glimmer or a vague outline of where you are), and you move 100% faster (400% WAY too much). While in Shadow Realm you have -10 health degeneration and -4 energy degeneration, cannot be targeted by allies through the party window, and you cannot use any skills. When you activate Shadow Realm, the skill that you used to activate it will be replaced with a skill to leave the Shadow Realm.

This Shadow Realm is infinite, but the -10 health degeneration and -4 energy degeneration will stop the feature from being abused by monks and casters in need of a quick save. The 100% faster prevents you from being able to jump across bridges and walls, and allows you a little more leeway in what caster you are trying to attack. NOTE: EVERYONE WILL BE ABLE TO SEE YOU ON THE MINIMAP! Monks will have PLENTY of time to see a fast moving red dot on their map, and react in time. The advantage to this Shadow Realm is that the assassins still get a way to quickly get to a monk or caster, but those monks have a better time to react to the assassin.
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Old Mar 26, 2008, 12:18 AM // 00:18   #37
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The first thing I would do is add greater conditionality in targeting. Basically, stuff like:

If target foe is attacking (moving, knocked down), you shadowstep to their location. Otherwise, you xxx.

Any non-elite shadowstep would be limited in this way- as a mechanic that trivializes positioning, they should be non-trivial to pull off. As it is now, a shadowstep is pretty much inevitable- there's really nothing to do to prevent them, aside from being far far away. Knowing that someone wants to shadowstep to you should be an advantage, allowing you to change your behavior to gain the upper hand.

Also, I think the across-the-board 1/4s cast time on shadowsteps is unnecessary. For your consideration:

5e 1 18s, spell
Shadow Step to target foe. This spell is easily interrupted.

10e 2 12s, spell
Shadow Step to target foe. While casting this spell, you take double damage.

This is not a comprehensive picture, but presents a few alternatives.
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Old Mar 26, 2008, 12:46 AM // 00:46   #38
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how about
all: line of sight
1.if you are attacked, you return to your original spot.
2. suffer from cracked armor, weakness for 5 seconds.
3. for 5seconds u cast and attack 33% slower.
4. all your attributes are reduced by x ammount depending on skill lvl.
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Old Mar 26, 2008, 02:55 AM // 02:55   #39
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Quote:
Originally Posted by Duke.07
Completely new form for a shadowstep.

It would be a new effect called "Shadow Realm".

Upon entering Shadow Realm, all targets upon you are dropped. This means that if anyone has targeted you and is attacking/casting a spell, then their action would be interupted as if their target died. Note that targets can be regained, but takes work to catch the assassin again. While in Shadow Realm you are only a remnant of yourself (maybe only a glimmer or a vague outline of where you are), and you move 100% faster (400% WAY too much). While in Shadow Realm you have -10 health degeneration and -4 energy degeneration, cannot be targeted by allies through the party window, and you cannot use any skills. When you activate Shadow Realm, the skill that you used to activate it will be replaced with a skill to leave the Shadow Realm.

This Shadow Realm is infinite, but the -10 health degeneration and -4 energy degeneration will stop the feature from being abused by monks and casters in need of a quick save. The 100% faster prevents you from being able to jump across bridges and walls, and allows you a little more leeway in what caster you are trying to attack. NOTE: EVERYONE WILL BE ABLE TO SEE YOU ON THE MINIMAP! Monks will have PLENTY of time to see a fast moving red dot on their map, and react in time. The advantage to this Shadow Realm is that the assassins still get a way to quickly get to a monk or caster, but those monks have a better time to react to the assassin.
Thats also a good way to do it, but it ruins it a bit for the PvE sins under level 20. Casual gamers are not to be discounted. I would make it "You lose 3% of your current max health each second. and have -1...4 degen ( scaled by player level ) "


As for the other ideas, there are some good ones. But do not forget that the problem with shadowstepping is not that it is immensely overpowered - because it really isn't. The problem is that shadowstepping is very good and requires little to no skill to do. It's a "gap closer" for player skill, making the distance between good players and bad ones smaller and thus degenerating the value of GW PvP as a competitive game. Ideas for fixing shadowsteps should move towards requiring more timing and input from the player using them. Currently shadowstepping is basically "get target in cast range, press 123456." Ideas like adding a knockdown or disable to them are not very good as they will either make shadowstepping totally worthless or people will find a way around it thus leading to nothing being fixed due to the fact that the actual skill required to use it would not have been changed.
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Old Mar 26, 2008, 05:34 AM // 05:34   #40
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Default That pissed me off.

Shadow Stepping was implemented for its surprise factor. Removing that very benefit would render the entire mechanic worthless. Just saying.
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