I decided to re-write this post rather than make a new thread. Not everyone agrees on the same things, so lets make this interactive
Post your ideas in this thread, the well thought out ones get posted here. I'm going to start with my original post, posts with = are my suggestions.
Assassinations
Flavour: Heavy poison damage.
Balances: Only they have lethal poisons.
= Bake slice and dice into assassins resolve from level 10.
= Redesign venomous wounds, now procs off lethal poison damage instead.
= Mutilate is usable with non-dagger weapons (a lot of people liked this idea http://www.mmo-champion.com/threads/...wod-yay-or-nay
= New ability, Poison vial. Replaces crimson tempest.
We've seen them around in game during TOTC. Make them an targetable (like distract) AOE like death and decay, but apply a debuff to those affected instead of just when they stay in it. 10 second cooldown.
= Redesign vendetta: For the next 10 seconds you will not generate combo points or energy, but your finishing moves will only consume 1 combo point and behave as if they had 5 combo points.
Combat
Niche: Manage cooldowns usage and cleave all the things!
= No penalty to blade flurry to make up for loss of lethal poisons.
= Get rid of the annoying deep insight bull. People only care about it for damage & not because it's fun.
= Unfair advantage: When struck whilst in combat, you have a X% chance to gain evasion for 3 seconds.
Subtlety
Niche : A subutle user of blades, stealth, and "minor mysticism" in the form of shadow magic to penetrate armor. Indirectly build shit loads of combo points (not so much using builders) and spend them.
= Shadow blades is back and replaces expose weakness.
= Rupture is replaced with Crimson tempest.
= CT / Rupture ticks generate combo points. It's just a tidier more self sufficient form of HAT.
Now let's hear your ideas. Don't just say "I want sinister strike to do 1000% damage", put some thought in to how you're going to balance this and make it fun.