Assassin Suggestion/Evaluation
Yes, I also posted this in the suggestions forum, for those of you inlclined to point out a double post. I just wanted to get it out there and perhaps get more feedback from other experienced dagger users...
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.
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
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Comments
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alright these are just my opinions
1: you seriously don't need stealth while questing or grinding
2: yeahs i agree with you here, would be nice to have skills that could only be used from in stealth or from behind the target and so on
3: you can use bows to pull mobs -.-0 -
I didn't say I needed stealth, but being a class that's built around having it it rather sucks not to be able to have fun and use it while you're farming. Also I neglected to mention the pvp side but really unless you use shadow escape once again you're in combat too long to go into regular stealth after killing an opponent.
And yes, I know I can use bows and I do...just liked the thought of a fast attacking slingshot...0 -
I didn't say I needed stealth, but being a class that's built around having it it rather sucks not to be able to have fun and use it while you're farming. Also I neglected to mention the pvp side but really unless you use shadow escape once again you're in combat too long to go into regular stealth after killing an opponent.
And yes, I know I can use bows and I do...just liked the thought of a fast attacking slingshot...
if you could re-stealth as soon as you kill someone, that would seriously be op
like in tw
stealth > pick a target > kill target > re-stealth before targets guildies can kill you0 -
If you're not engaged with a target (ie: attacking or being attacked), then you're technically out of combat. Your status and ability to use stealth should reflect this. Honestly as often as not you'll get targeted and kept in combat by your opponents allies, but in the cases where you're not you should be able to use normal stealth without burning the "oh ****, disappear!" timer.0
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Something else I noticed and meant to include in the original post was that several skills unnecessarily stop your auto attacks when used. I can see it for Deep Sting, but Rib Strike, Tackling Slash, Headhunt, Rising Dragon Strike all stop your attacks as well which I've found a bit annoying. Yes, I can just push the buttons again after using the skill but it doesn't really make sense for those abilities to cease your normal attacks entirely, and you'll notice that it interrupts your attack rhythm when you do have to restart regular attacks which I'd imagine will be inconvenient in pvp.0
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Lusca - Sanctuary wrote: »if you could re-stealth as soon as you kill someone, that would seriously be op
like in tw
stealth > pick a target > kill target > re-stealth before targets guildies can kill you
I believe shadow escape has it's own cooldown so you CAN stealth > target > kill > shadow escape, but only once every 90 seconds or w/e the cooldown was.Navarre was your everyday veno, until she learned her true form. Now she's fox walloping and purging over and over again.. all for a deep stinging, head hunting, wind pushing Assassin. Will there be inner harmony and myriad rainbows? But of course! Yuri&Lemon Find it on Fanfiction XD "Discovering Sanctuary" Chapter 2 is up ^_^0 -
Ussichu - Sanctuary wrote: »I believe shadow escape has it's own cooldown so you CAN stealth > target > kill > shadow escape, but only once every 90 seconds or w/e the cooldown was.
yeah but he said combat mode should end as soon as you stop fighting and since shadow walk only has a 6 second cool down you could stealth > target > kill > stealth constantly0 -
Lusca - Sanctuary wrote: »if you could re-stealth as soon as you kill someone, that would seriously be op
like in tw
stealth > pick a target > kill target > re-stealth before targets guildies can kill you
in tw not harder than in normal pk? because in tw everybody is full buffed.0 -
Lusca - Sanctuary wrote: »yeah but he said combat mode should end as soon as you stop fighting and since shadow walk only has a 6 second cool down you could stealth > target > kill > stealth constantly
and isn't that the point of a stealth-using class? as I said above if you're not engaged with a target or being engaged actively by one, why should you have a long release on the combat timer?0
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