Assassin Evaluation/Suggestion

grimshaid
grimshaid Posts: 3 Arc User
edited January 2010 in Suggestion Box
First, I'd like to say that overall I think you guys did a fairly good job with the new classes. I've played dagger classes for about 10 years in mmo's, so I have a bit of experience with them and overall the skills aren't too bad. I've come across a couple things I'd like to toss out there though, in case you're open to improving the class.

1: Combat status. It takes far too long after killing a mob for you to go out of combat for stealth to be usable in farming. If you could fix the coding to take you out of combat immediately upon finishing with whatever mobs you're engaged with, it would make the stealth part of the class much more viable.

2: Positional attacks/bonuses. Traditionally assassin/rogue/dagger classes get either specific attacks or bonuses, or both, for attacking from behind an opponent, but I see nothing of the sort here and suspect it was overlooked in development...hopefully not purposefully.

3: A weapon request. Assassins aren't archers obviously, but we share the same stats and a ranged weapon is very handy for a 'Sin to keep on hand for those pesky running mobs. With the stats you build assuming you're doing it right, you do get very good ranged damage with auto attacks. Crossbows are a bit too strong to give to 'Sins and I understand keeping items class specific as well, but I think slingshots would be a perfect compromise to give the 'Sins a nice fast ranged weapon that doesn't hit so hard that it's overpowered in their hands. Again, ranged weapons for us are really only for when you're against mobs that constantly run, or when you're attacking a mob that's in a group of other mob types and for obvious reasons (see: death) don't want to aggro the whole bunch. Honestly it wouldn't bother me to just share weapons with archers across the board as they might benefit from a good melee weapon in the dagger as well, and without special attacks it's rather the same as us using their bows as needed - good auto attack damage in a pinch.

Overall good job though - I've been looking forward to the class (saved up enough molds to be the envy of my server leveling up lol) and other than what I mentioned above I think it's a good representation of the dagger using character.
Post edited by grimshaid on

Comments

  • Asperitas - Lost City
    Asperitas - Lost City Posts: 907 Arc User
    edited December 2009
    In response to your number 3, bows are not class specific. Crossbows and slingshots are, but bows can be shared amongst all classes.

    Unless you specifically wanted to request for slingshots :o
    [SIGPIC][/SIGPIC]
  • Taranta - Dreamweaver
    Taranta - Dreamweaver Posts: 387 Arc User
    edited December 2009
    Only thing I really have a response to is the first suggestion.

    Stealth doens't really seem like a PvE skill, but more of a PvP skill. Very rarely have I come across a situation where sneaking would be preferrable to luring. Monsters will never actively seek you out until you have already attacked them, unlike other players. If that were to change, I could see this being worthwile. Moreover, there is a slight lag to leaving combat, as without this, you could potentially permanently grind 1v1 if you had a high enough hp and mp regen rate, thanks to potions and such. All classes have the same combat timer after killing a monster, so nobody really carries and advantage there.

    Otherwise, decent suggestions. I don't really see the need for a slingshot assassin, but there could be potential there.
    I shall dominate the Dreamweaver server through the use of Baked goods...and only baked goods.^^[SIGPIC][/SIGPIC]

    Venomancers are Female. Barbarians are male. It will forever be this way. So suck it up and deal with it already.
  • TidalShrike - Harshlands
    TidalShrike - Harshlands Posts: 12 Arc User
    edited December 2009
    Well aware of the bows, have one and like it for the above mentioned situations. I merely wanted to mention that a slingshot would be a sweet assassin ranged use weapon for those times when you need to use one...

    The stealth I've timed to at least 15 sesconds after combat which is absurd...in pvp thats a world of time in which you should already have been able to restealth and move on...unless the whole idea of a stealth assassin is to send him on suicide missions...with no hope of survival cause he gets caught after every kill if he doesn't have shadow escape up and ready...oh wait he can be the 90 second class lol...every 90 seconds you're safe to give it a whirl...just hide in the bush until the timer is up. I mentioned stealth in pve purely as a fun way to play it - after all we are a stealth using assassin class...can't we have a little fun with it...might as well ask a wizard to not use his spells or something. Ok, that was a joke...but still.

    P.S. - plenty of mobs will attack you if you get close to them. it's called aggro. stealth works against this letting you get close, open with a stun or silence attack, then kill the mob before it lays a glove on you or casts some infernal dot which shadow escape sadly won't remove despite it's advertisement...
  • TidalShrike - Harshlands
    TidalShrike - Harshlands Posts: 12 Arc User
    edited January 2010
    It'd be cool, while we're at it, if Rib Strike, Rising Dragon Strike, Tackling Slash, and Headhunt did not cease your normal attack upon use...I can see it for Deep Sting, but for the rest it doesn't make sense that you'd want to not attack further once having used one of those skills. And, yes...I know you can just hit the attack button and resume attacks, but you might notice that your attack rhythm is broken very often doing this and I see this being really unbalancing in pvp.
  • Outlaw_Sin - Heavens Tear
    Outlaw_Sin - Heavens Tear Posts: 16 Arc User
    edited January 2010
    in regards to number 3. i think it woud be more assassin like if they could use throwing knives (not the skill) they can have the attack speed of slingshots (or higher) and they can have their own set of skills, like how BMs have a set of skills for they type of weapons they can equip.

    the range of the knives won't be as far as an archer's bow, when the mob gets in close you'll have to swich to daggers.
  • TidalShrike - Harshlands
    TidalShrike - Harshlands Posts: 12 Arc User
    edited January 2010
    I'd like to add something I meant to list originally which is often a big annoyance simply because I don't understand why it's not already so...shadow jump and shadow teleport should work inside dungeons...there's no real reason they shouldn't and it'd make helping to save those casters/archers who overaggro a little easier, not to mention jumping from mob to mob in groups are you're killing them as a true assassin might do.