how to fix assassins
ensoriki
Quote:
Originally Posted by tyla salanari
meh. guess your right - ive not been on my sin lately lol
Just run the
Premade pvp build somewhere (add Disrupting dagger)
You'll see its rather lack luster.(the combo itself)
Add flourish or moebius and it still won't be good, just average.
I tried so many ways to make this combo really good.
Brutal Weapon = failed
Splinter weapon = Still not good
Nightmare weapon = Not worth it sorry.
Vital weapon =>.> doesnt help the combo but whatever
Enduring toxin = lol no
Locust fury = >.> Sure if you want to be auto attacking >.>
Way of the assassin = MUST crit on each hit to be worth its salt.
Hidden caltrops = Still not up to par.
Bulls strike = >.> Weak sauce
Shock = Lack of energy, TF is a energy drainer, Shock doesnt help.
BEguiling haze = Energy crys.
Seeping wound = ...no.
Flourish = Usable, e-management
Moebius = Usable, no e-management.
Disrupting dagger = God, builds usable not great though
Disrupting stab = God, above
Distracting Blow = Close to god, see above
Mark of instability = Wants to be like god, see above...just not as good as above
Conjures = see brutal weapon
Crippling dagger= Usable, for Jungle strike trigger
All in all, The pre-made build generally flops.
using Unsuspecting CD (or hidden caltrops) Jungle, TF still aint great.
Thats all im saying =P
Premade pvp build somewhere (add Disrupting dagger)
You'll see its rather lack luster.(the combo itself)
Add flourish or moebius and it still won't be good, just average.
I tried so many ways to make this combo really good.
Brutal Weapon = failed
Splinter weapon = Still not good
Nightmare weapon = Not worth it sorry.
Vital weapon =>.> doesnt help the combo but whatever
Enduring toxin = lol no
Locust fury = >.> Sure if you want to be auto attacking >.>
Way of the assassin = MUST crit on each hit to be worth its salt.
Hidden caltrops = Still not up to par.
Bulls strike = >.> Weak sauce
Shock = Lack of energy, TF is a energy drainer, Shock doesnt help.
BEguiling haze = Energy crys.
Seeping wound = ...no.
Flourish = Usable, e-management
Moebius = Usable, no e-management.
Disrupting dagger = God, builds usable not great though
Disrupting stab = God, above
Distracting Blow = Close to god, see above
Mark of instability = Wants to be like god, see above...just not as good as above
Conjures = see brutal weapon
Crippling dagger= Usable, for Jungle strike trigger
All in all, The pre-made build generally flops.
using Unsuspecting CD (or hidden caltrops) Jungle, TF still aint great.
Thats all im saying =P
LightningHell
Quote:
Originally Posted by Clarissa F
If you don't see how they are designed badly, you know what a sin was made for. Another pointless thread about wanting a class to be what it's not, and Anet nerfing it because they cried.
And remembering the previous post I was going to say I was going to edit afterwards...
Quote:
The Assassin would be different. Not a damage threat, at least not to a team without DP, but a serious threat to a team's long-term viability, forcing resource expenditure much like the classic Cripshots did - by forcing enemy healers to play catch-up to way too gadzooking much disruption. Save that instead of spreading that disruption around, as did a Cripshot, the Assassin would be focusing it all on one guy, forcing clean-up efforts because that guy is both worthless and dangerously vulnerable to follow-up attacks until he's healthy again. Not only that, but this isn't even counting the resources an enemy expends trying to preemptively protect against this sort of tactic or resources expended trying to make the blasted Assassin go away so they don't have to wipe away sprees of badness every twelve seconds.
This model of the Assassin is almost certainly worse than the current model of the Assassin.
The current Assassin is a character that gets instant kills on single characters on recharge.
The Assassin you are suggesting is a character that disables single characters badly on recharge.
The only benefit of this over the original Assassin would be the ability to make the opponent expend a large amount of resources to cope with such an ability - but a Warrior can do that as a threat, and more.
Being able to spread less potent but quick-recharging, thus being able to constantly switch targets and respond to different stimuli, would be more favorable (imo), as this would actually allow the Assassin to fulfill multiple roles on demand, while retaining a damage potential.
I'd suggest a model of an Assassin that has quick (10s/less) recharging, basic (cripple, etc), shutdown and other miscellanous utility within that range, along with a midway-powerful combo (think 300-350 damage per 3-hit combo). Basically, an Assassin that is adept at creating potential gaps in the opponent, creating opportunities and plays, and being able to respond and capitalize on such opportunities and plays.
Of course, I'm reiterating what I'm saying before.
The current Assassin is a character that gets instant kills on single characters on recharge.
The Assassin you are suggesting is a character that disables single characters badly on recharge.
The only benefit of this over the original Assassin would be the ability to make the opponent expend a large amount of resources to cope with such an ability - but a Warrior can do that as a threat, and more.
Being able to spread less potent but quick-recharging, thus being able to constantly switch targets and respond to different stimuli, would be more favorable (imo), as this would actually allow the Assassin to fulfill multiple roles on demand, while retaining a damage potential.
I'd suggest a model of an Assassin that has quick (10s/less) recharging, basic (cripple, etc), shutdown and other miscellanous utility within that range, along with a midway-powerful combo (think 300-350 damage per 3-hit combo). Basically, an Assassin that is adept at creating potential gaps in the opponent, creating opportunities and plays, and being able to respond and capitalize on such opportunities and plays.
Of course, I'm reiterating what I'm saying before.
Ashe.
There's nothing wrong with assassins, there are just so many bad ones running around that they are stereotyped as being bad by the Guildwars community.
Xue Fang
Quote:
Originally Posted by Ashe.
There's nothing wrong with assassins, there are just so many bad ones running around that they are stereotyped as being bad by the Guildwars community.
Like those Assassins that run Restful Breeze @ 0 spec in AB...
Like those Assassins that run Restful Breeze @ 0 spec in AB...
LaserLight
The real problem I see with the model you’re suggesting, Lightning, is that it has absolutely nothing to do with Assassins (yes yes, I know, “hooray death-to-instagib!”, shaddap and lemme talk), and very little like something you’d call someone an Assassin for being able to do. Ye’re reinventing the class in a different direction altogether than what it stands as now, not a more generally acceptable tangent of the direction it’s already going. And that strikes me as a dangerous thing to do, given that most Assassin players...well, like Assassins.
If I’ve got this right, you want Assassins to be…well, not Assassins. The class, after revision, would basically be running around the edges of a battle, trying to avoid getting squashed because they’re basically unarmored, needling people frequently and generally making a nuisance of themselves with various disruption attacks and such that they currently don’t have. Thing is, Mesmers do that sort of work just fine without having to get themselves killed in the front line or having to squeal to a Monk when they get Blinded/Crippled/Weakened/Whatevered. They may not do it as rapidly as you’re suggesting an Assassin should, but they also tend to do it more reliably and with greater effect, because Mesmers as a class were concepted, from the very start, to do that job.
Let’s face it – an Assassin running around with a low-damage, low-disruption combo in a fight, even one enough interrupts/lockdowns/knockdowns to make the GvG elites happy that they’ve successfully mollified the Assassin masses before they go back to their Warriors, is going to be largely ignored, mostly because it’s very ignorable. Especially if the other plans to make Assassins vanish – namely the destruction of Shadow Steps – goes through. Don’t get me wrong, I’d greatly enjoy having more options available to me as an Assassin, but again let’s face the facts here – I’d prefer keeping my Assassin as a viable character if at all possible. Just about everyone else in Guild Wars, it seems, would like to see Assassins as viable characters as well – but if that turns out to be too hard, you’ll all be perfectly happy if Anet just nerfs them into total uselessness and/or deletes them from the game entirely, which makes arguing the case very, very hard. I'm trying to argue saving the class; you guys are trying to balance the game. The very thought that Steps need to go frightens me, because it's a heavy indication that at heart, the people I'm arguing with don't care what happens to this class, so long as it stops killing people. And that sucks a lot of ass.
Anyways. I don’t really buy that this sort of rapid light-striker you’re talking about is worth bringing into a team over a properly done Mesmer. Not if all it does are ignorable little minispikes and a small handful of conditions. Yeah, it may do them faster, but the sort of rampant hard disruption you’re talking about would be pretty difficult to retroactively introduce to the class, and even if it wasn’t Mesmers are better at it anyways. If I’ve got yer model right, and I admit I likely don’t, but if I do…ye’re basically talking about turning the entirety of the Assassin class into what amounts to a Cripshot Ranger, save with less ability to spread Conditions around.
Nobody really uses Cripshots anymore that I can see, though I haven’t had a chance to do a ton of observing recently. They’re very good at what they do, but what they do is largely taken up by Hydromancers these days. Hexes tend to be a bit harder to remove than Conditions, and Hydromancers can deal damage over an area while they’re at it. And, again, they aren’t vulnerable to antimelee counters or exposed to the dangers of the frontline to do their job.
Am I wrong?
If I’ve got this right, you want Assassins to be…well, not Assassins. The class, after revision, would basically be running around the edges of a battle, trying to avoid getting squashed because they’re basically unarmored, needling people frequently and generally making a nuisance of themselves with various disruption attacks and such that they currently don’t have. Thing is, Mesmers do that sort of work just fine without having to get themselves killed in the front line or having to squeal to a Monk when they get Blinded/Crippled/Weakened/Whatevered. They may not do it as rapidly as you’re suggesting an Assassin should, but they also tend to do it more reliably and with greater effect, because Mesmers as a class were concepted, from the very start, to do that job.
Let’s face it – an Assassin running around with a low-damage, low-disruption combo in a fight, even one enough interrupts/lockdowns/knockdowns to make the GvG elites happy that they’ve successfully mollified the Assassin masses before they go back to their Warriors, is going to be largely ignored, mostly because it’s very ignorable. Especially if the other plans to make Assassins vanish – namely the destruction of Shadow Steps – goes through. Don’t get me wrong, I’d greatly enjoy having more options available to me as an Assassin, but again let’s face the facts here – I’d prefer keeping my Assassin as a viable character if at all possible. Just about everyone else in Guild Wars, it seems, would like to see Assassins as viable characters as well – but if that turns out to be too hard, you’ll all be perfectly happy if Anet just nerfs them into total uselessness and/or deletes them from the game entirely, which makes arguing the case very, very hard. I'm trying to argue saving the class; you guys are trying to balance the game. The very thought that Steps need to go frightens me, because it's a heavy indication that at heart, the people I'm arguing with don't care what happens to this class, so long as it stops killing people. And that sucks a lot of ass.
Anyways. I don’t really buy that this sort of rapid light-striker you’re talking about is worth bringing into a team over a properly done Mesmer. Not if all it does are ignorable little minispikes and a small handful of conditions. Yeah, it may do them faster, but the sort of rampant hard disruption you’re talking about would be pretty difficult to retroactively introduce to the class, and even if it wasn’t Mesmers are better at it anyways. If I’ve got yer model right, and I admit I likely don’t, but if I do…ye’re basically talking about turning the entirety of the Assassin class into what amounts to a Cripshot Ranger, save with less ability to spread Conditions around.
Nobody really uses Cripshots anymore that I can see, though I haven’t had a chance to do a ton of observing recently. They’re very good at what they do, but what they do is largely taken up by Hydromancers these days. Hexes tend to be a bit harder to remove than Conditions, and Hydromancers can deal damage over an area while they’re at it. And, again, they aren’t vulnerable to antimelee counters or exposed to the dangers of the frontline to do their job.
Am I wrong?
LightningHell
Quote:
Originally Posted by LaserLight
Quote: If I’ve got this right, you want Assassins to be…well, not Assassins. The class, after revision, would basically be running around the edges of a battle, trying to avoid getting squashed because they’re basically unarmored, needling people frequently and generally making a nuisance of themselves with various disruption attacks and such that they currently don’t have. Thing is, Mesmers do that sort of work just fine without having to get themselves killed in the front line or having to squeal to a Monk when they get Blinded/Crippled/Weakened/Whatevered. They may not do it as rapidly as you’re suggesting an Assassin should, but they also tend to do it more reliably and with greater effect, because Mesmers as a class were concepted, from the very start, to do that job. I wouldn't mind Assassin defensive skills to be buffed, and I think
Quote: Let’s face it – an Assassin running around with a low-damage, low-disruption combo in a fight, even one enough interrupts/lockdowns/knockdowns to make the GvG elites happy that they’ve successfully mollified the Assassin masses before they go back to their Warriors, is going to be largely ignored, mostly because it’s very ignorable. Especially if the other plans to make Assassins vanish – namely the destruction of Shadow Steps – goes through. I quoted this bit so that I could respond to this first.
Please be aware that such interrupts/lockdowns/knockdowns are extremely, extremely powerful. I wouldn't hesitate trying to take an utilitarian Assassin into a GvG game, as it'd be not unlike taking a character mes effects (when I say mes effects, I mean anything that does not contribute directly to team survival or damage, but instead creates possibilities, etc) that can actually be a serious damage threat. If they're made by a sufficiently bright person, they could ensure that they don't overlap with Rangers and Mesmer effects. I think you're underestimating the power of disruption in PvP, although in PvE it's a nonexistent issue because you're better off justkilling them anyway except in rare cases.
So in terms of usability, the Assassin would actually be more viable and attractive to players, as it packs quite a punch if needed, and has other traits that make it worth its slot.
And I don't think Shadow Stepping needs to go - it may be an undesirable mechanic, but I think having it go after two years is a bit too big of a shift of paradigm. Besides, it's kinda what makes them different from other melee classes, and if the utilitarian Assassin changes do go through you might even see Steps getting buffed a bit for survivability. It wouldn't be so bad now that combos no longer instagib.
Quote:
Quote:
The whole idea is that even if Assassins have the strongest single-character spike in the game, at least make it so that it needs support to kill.
Anyways. I don’t really buy that this sort of rapid light-striker you’re talking about is worth bringing into a team over a properly done Mesmer. Not if all it does are ignorable little minispikes and a small handful of conditions. Yeah, it may do them faster, but the sort of rampant hard disruption you’re talking about would be pretty difficult to retroactively introduce to the class, and even if it wasn’t Mesmers are better at it anyways. If I’ve got yer model right, and I admit I likely don’t, but if I do…ye’re basically talking about turning the entirety of the Assassin class into what amounts to a Cripshot Ranger, save with less ability to spread Conditions around.
A Cripshot that has KDs and is half range, as well as better support/main spikes? Although, I agree that it's very hard to retroactively introduce them. Quote:
Again, this does not mean it takes more skill to play. It merely means it takes less skill on the other team to react to it.
Which severely gimps the Assassin. Another problem with this is people might start chaining L-O-D-L-O-D, which makes it even more ridiculous than is now...while still being probably gimped. [quote]You take interruption. Mindless interruption is bad, if a ranger is just spamming Distracting Shot I dont want him on my team. If an assassin is just spamming Disrupting dagger/stab/Distracting blow I dont want him on my team also. The sin has to time its interrupts, and if he doesn't any good monk is going to heal up and remove cripple LMS also requires them to be moving, while not super skillful, you at least need to be watching the field instead of C space, 12345678 while your looking at the tv.[quote] Sorry, I don't get what you're trying to say here... Quote: It may not be the skill You want it to take. But its much better than O-D-O-D is, and actually its about as skillful as a warrior. Shadow steps remove the idea of positioning however, but with less staying power and a linebacker still being more consistant in its pressure, the assassin really does Minispikes These mini spikes are screwed up if hes not interrupting/KD Whatever, or getting support from his team. |
And if such rigid skill chaining exists, then Assassins are always going to be a "gimmick" class.
And to your interrupting/KD statement...he already does (should be doing) plenty of that.
Quote:
Sure the assassin will probably still have some of those 1 spike kill techniques.
Heres something to consider tho
If all warrior IAS's except for Flurry and Frenzy are reduced to 2 seconds at 0 attribute points, that removes a bit of the insta-gib problem.
If Bestial Fury ends if you use a dagger attack, thats fine too (rangers don't need to be using dagger attacks anyways, and thus will not gimp the ranger)
The sin is left with Frenzy and Flurry
Frenzy requires 2 slots
itself and cancel stance.
Flurry is not as effective as frenzy even on the assassin and flurry ending if you use a dual attack is also nice. (hey pve has critical agility)
Without a PvP IAS most insta-gib begins to weaken.
Then with nerfs like
GPS getting a damage nerf but now doing Burning if it follows a lead.
Also weakens instagib O-D-O-D
BSS returning to 5 energy and getting a damage and poison duration nerf and turning to lets say 20 recharge and having this clause
If this follows a lead attack this skill recharges 14 seconds faster and does an additiona x...x damage also balances it out.
O-D-O-D will become weakened, while because its so strong even this nerfs will not kill it. It will not be so strong as to insta-gib a target in a split second do to lack of an IAS (except for frenzy) or cause the same damage it does now.
It will just be viable. You will get a bit more damage from it, but at the lost of bar compression, L-O-D would have better bar compression (be less 1234567) and have more room for utility
O-D-O-D would be more 1234567 and more damage (Not as strong as it is now though) and easier to stop, cost more energy, less space on your bar for utility etc.
As said before, Assassins' spikes are either overpowered or underpowered. There is no middle ground. If O-D-O-D is sufficiently nerfed to the point that it's easily disrupted and/or reacted to, people will just stop running it - and if it isn't, people will continue to run it due to it not being easily disrupted and/or reacted to. There is no middle ground where it's "just viable". People will only run it if it is overpowered, as there are better options available if it isn't.
Quote:
For utility lets say we both mark of insecurity and add There enchantments and stances also cost an additional 5 energy the skill becomes better, better on flag runners, better on general use, better overall. for 10 recharge, decent duration. enchantment and stance duration decrease...its good. I'll leave the utility to the general concept I have (i.e. I'm not going to comment). Quote:
|