Mar 07, 2008, 10:56 PM // 22:56
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#41
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Lion's Arch Merchant
Join Date: Nov 2007
Location: Great Soviet California!
Guild: Deputy Glitter's Shoe Squad [ghey]
Profession: Me/
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Line of Sight/Exhaustion/Half-ranged are capable i think. Maybe they could use half-exhaustion?
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Mar 08, 2008, 02:35 AM // 02:35
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#42
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Wilds Pathfinder
Join Date: Oct 2006
Location: USA
Guild: Picnic Pioneers[asian characters]
Profession: E/Mo
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Quote:
Originally Posted by Riotgear
Best suggestion I could think of:
Replace everything that causes Shadow Step with a new mechanic: On completion, the target's marked with a visible effect for one second, when that ends, the shadow step executes. If the caster is moving slower than 100% speed or knocked down, the shadow step does not occur. For skills normally only usable within earshot range, i.e. Return, the shadow step fails if the target is farther than 1.1x earshot range.
There, now you can keep the Assassin "flavor" and still let the RA button-mashers do their thing while making it gimp shit against players that know what they're doing.
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VERY interesting idea. more importantly this would preserve AoD, the OG shadowstep.
keeping the versatility of assassins through shadowstepping is imo good but destroying the imbaness intelligently is what needs to be done. billiard's suggesstion is a good step forward.
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Mar 08, 2008, 02:33 PM // 14:33
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#43
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by moriz
--dance--
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while I agree that dark prison and shadow prison are detrimental.
Your over exaggerating about things a small bit.
eh I still think it should disable all the non sin skills, and remove your stance.
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Mar 08, 2008, 03:54 PM // 15:54
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#44
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Jungle Guide
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Didn't someone (JR?) suggest making shadow steps super fast run speed skills with an effect upon ending/hitting?
I like that idea the best.
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Mar 08, 2008, 04:17 PM // 16:17
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#45
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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Quote:
Originally Posted by Symbol
Didn't someone (JR?) suggest making shadow steps super fast run speed skills with an effect upon ending/hitting?
I like that idea the best.
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define super fast, anything above 90% (maybe 90%) could be more troublesome than most shadow steps.
Since you don't need an anchor to use an IMS
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Mar 08, 2008, 04:22 PM // 16:22
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#46
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Academy Page
Join Date: Sep 2005
Location: Finland
Guild: Seekers of the Aetherian (Void)
Profession: W/N
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I like that running thingie. Like "You run 100% faster for 5 secs, during this time you can go through allies and foes alike like an shadow.
This would give sin ability to pass lines to the enemy back line but their intension would be noticable. The run speed would be so fast that they sins would still have the suprise ability at some.
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Mar 08, 2008, 04:28 PM // 16:28
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#47
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Forge Runner
Join Date: Aug 2006
Location: Canada bro.
Profession: A/D
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1. 100% is quite fast, counteracting the most powerful of snares.
2. No anchor is required for an IMS, making it possibly surpassing the power of a shadow step.
3. Dash is good enough
4. Until people bitch about ride the lightning... screw the movement speed idea
5. It's a weak solution, in that doing so means you didn't try >.<
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Mar 08, 2008, 04:40 PM // 16:40
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#48
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Academy Page
Join Date: Sep 2005
Location: Finland
Guild: Seekers of the Aetherian (Void)
Profession: W/N
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Well you could make it to anchor a target, maybe a hex. One thing that is needed for fix , is the no need for line of sight. IRS would be one alternative for teleporting. And these ss fixes would consern all stepping not just sins ofcourse.
Dash is ok.
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Mar 08, 2008, 08:31 PM // 20:31
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#49
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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shadow steps should be line of sight only. if you fail to shadowstep to your target, you are dazed for 10 seconds. think of it as your head colliding with the obstruction at warp speed.
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