*Please rate this honestly once you have read it* Assassin: Evade: Fix the hit detection when you're playing against it. I deal with this constantly whenever I fight good evaders and some people will complain about this when I play with them in Domination matches. Illusion: Remove Slow 2 effect from it. Inflict Weakness 1 on the caster for 2 + 1 pl (per level) seconds when they cast illusion. This is a good place holder to make 'illu tapping' more bearable. Illusion tapping has caused quite a bit of commotion because Assassins can get free hits on their enemy before they are able to be attacked. Inflicting weakness on them for 1 extra second of the max time their illusion remains before it disappears makes that scenario a little better until this issue is fixed. Leap: Can be used while slowed. Have the cooldowns start at 8 - 1 pl seconds. This move needs to stand out from the others and I think other people agree with this idea. Literally a handful of players and hackers use this skill only. The cooldowns need a fix as well. Leap 1 is literally useless. If you start the cooldown a second early and have the cooldown decreased by 1s per level then the skill still ends at Leap 5 having a recharge of 3s. Blink: Travel 4 pl + 10 blocks. You can use De-Blink while slowed. One of the things I love about blink is its 'De-Blink' mechanic. I think that this skill should be exposed more so that people branch off of Flash and use Blink. Having the ability to De-Blink when slowed would be very useful as well. The distance maximum of this skill should be 30 blocks because I believe that Flash should be able to travel the furthest and 'De-Blink' is enough to make this skill standout. Silence Arrow: Silence time changed to 1 + 1pl. Cooldown reverted back to 20 - 2 pl. I'm sorry but 3s static silence is completely useless especially with the addition of water bottles removing all negative status effects. Smokebomb: Cannot be used while slowed. Inflict Weakness 1 on the caster for 2 + 1 pl seconds when they Smokebomb. Recall was given this nerf, Smokebomb should get it as well. It makes playing Assassin harder and to me, it's clear that the only reason why most people stopped using Recall was that it was hard to drink a water bottle and then recall as well as shift-recall and escape. Recall: Secondary Recall and Primary Recall have separate cooldowns. Primary Recall should replenish 2 + 2 pl hp and put you back to your location 3 + 1 pl seconds ago while Secondary Recall should replenish 1 + 1 pl hp and put you back to your location 0 + 1 pl. Primary Recall cannot be used while slowed. I was disappointed when they made it so that you couldn't use Recall if you were slowed and instead added some alternitive that did next to nothing for you. With this implementation and the consideration of Smokebomb being fixed I think this skill will be as good (and balanced) as Smokebomb. Combo Attack: There can be two ways to balance this skill. A) Make the damage maximum go from 0.5 + 0.5 pl, or B) Make the damage bonus per hit increase by 0.5 instead 1 as well as resetting the damage if the opponent hasn't attacked in 2s. Combo attack needs a nerf in my opinion. It does too much damage too quickly and if you combine that with illu tapping and smoke bomb it's unbelievable. This fix should solve that skill. Shocking Strikes: Every hit deals Shock and Slow 1 for 0 + 3s. The true power of Shocking Strikes in my opinion is the Slowness effect. This is the part of Shocking Strikes that makes it so good. Viper Strikes: Fix Viper. Deal + 1 damage. Viper poison sometimes won't even work. This skill should have 1 bonus damage because it needs the power boost to stand with the other Passive B skills.