My GW2 Assassin Concept
FlamingMetroid
Looking through what Trialist posted, yeah some of it is overpowered. I'll probably change preparations to something else, and make Jutsus count as a special stance so a jutsu and stance couldn't be used at the same time. As for the Perfect Form + Death Blossom thing, no thats not imbalanced. Criticals with daggers aren't anything at all, and being able to spam DB with an IAS is pretty much whats already done now. To clarify, the break points I speak of are not the energy gained, but the amount of attribute points (on the current GW scale) needed to get there +1...3 energy on crit. +4...8...12 energy on crit would be ridiculously overpowered, and if you interpreted it that way, sorry, but seriously think over what you read before you start flaming.
EDIT: Updated CC.
EDIT: Updated CC.
FlamingMetroid
Updated CC again, put some shutdown type skills in Shadow Arts. Give me some feedback and feel free to add your own. Plan on changing some Assassination skills and Combat skills when I get around to it
FlamingMetroid
Moar updates. Changed combat skills to require more skill to spam. Made plots into contracts that only target one foe.
C R A F T
I like the time you took to flesh out the entire class.
I've never been any good at assassins so I stick to simple classes; Ranger, Necro, and Monk.
I've never been any good at assassins so I stick to simple classes; Ranger, Necro, and Monk.
Mathiel
i like assassins beacause i always find a lot of tards/newbie/whiner that whisp me offenses when i kill them
if they would have some blocking skills or a blind they would not die, but they are too stupid to do it
if they would have some blocking skills or a blind they would not die, but they are too stupid to do it
Craywulf
I don't think we should have professions at all. I would like to have option of interchanging our attributes. There are 8 attributes per 10 professions which make 80 different builds. Imagine if I could build a character who has these attributes
1. Swordmanship
2. Marksmanship
3. Dagger Mastery
4. Spear Mastery
5. Scythe Mastery
6. Protection Prayers
7. Tactics
8. Energy Storage (primary)
This would be a Jack-of-all trades class. Judging by this build he'd likely be a Warrior, but that depends on his armor. Which I'll explain later. The skills available would only be the ones you have attributes for. This system would allow more flexibility in building to suit your style of play. If you were a Necromancer and never use Blood Magic then what's the point of having that attribute?
I think we should be able to interchange the attributes every time we level up, once we reach level 20. Only restrictions would be that only one primary attribute allowed. Also your armor would have requisites like weapons do. So you'll need the Tactics attribute if you want to wear Warrior armor.
I think armor requisites be very similar to the way weapon requisites are, in that only a character which has Strength and/or Tactics can carry a shield can also wear Warrior armor depending on which which of the two Warrior attributes is needed.
Elemental armor can have requisite to just like its weapons. For example the fire-based robes (Flameforged) would require you to have say 8 in Fire Magic attribute.
Armor rating should based on how much you put in the attribute. So if you want max armor you're gonna need to put more into it than the initial requirement. So if Flameforged armor has a rating of 15 at minimum of 8 requisites of Fire Magic. Each extra point raises it to the next rating. So you would need need 13 in Fire Magic to get Max Armor (60) rating for Flameforged Armor.
What I'm suggesting allows for more customization in character development. It also would be easier to alter your path of development should you want to change primary professions. You aren't stuck trying to play through the game with a limited skill bar. So yeah I can see it helping to avoid grinding if the skills are not properly balanced.
The risk of this is that too many characters will have formulaic build in the beginning of development. So there could be grinding, but it just won't be from a restricted skill bar like it is now. The way to fix that would be to allow access to all skills from the beginning but each skill/spell having a requisite based on the amount of potential damage.
So if your a low-level character and put all your attribute points in Mysticism just to use Avatar of Dwayna (which would have high requisite because its a powerful skill), you leave nothing for the other 7 skills let alone armor and weapons requisite. So this forces the player to be more creative in developing their character along the way.
1. Swordmanship
2. Marksmanship
3. Dagger Mastery
4. Spear Mastery
5. Scythe Mastery
6. Protection Prayers
7. Tactics
8. Energy Storage (primary)
This would be a Jack-of-all trades class. Judging by this build he'd likely be a Warrior, but that depends on his armor. Which I'll explain later. The skills available would only be the ones you have attributes for. This system would allow more flexibility in building to suit your style of play. If you were a Necromancer and never use Blood Magic then what's the point of having that attribute?
I think we should be able to interchange the attributes every time we level up, once we reach level 20. Only restrictions would be that only one primary attribute allowed. Also your armor would have requisites like weapons do. So you'll need the Tactics attribute if you want to wear Warrior armor.
I think armor requisites be very similar to the way weapon requisites are, in that only a character which has Strength and/or Tactics can carry a shield can also wear Warrior armor depending on which which of the two Warrior attributes is needed.
Elemental armor can have requisite to just like its weapons. For example the fire-based robes (Flameforged) would require you to have say 8 in Fire Magic attribute.
Armor rating should based on how much you put in the attribute. So if you want max armor you're gonna need to put more into it than the initial requirement. So if Flameforged armor has a rating of 15 at minimum of 8 requisites of Fire Magic. Each extra point raises it to the next rating. So you would need need 13 in Fire Magic to get Max Armor (60) rating for Flameforged Armor.
What I'm suggesting allows for more customization in character development. It also would be easier to alter your path of development should you want to change primary professions. You aren't stuck trying to play through the game with a limited skill bar. So yeah I can see it helping to avoid grinding if the skills are not properly balanced.
The risk of this is that too many characters will have formulaic build in the beginning of development. So there could be grinding, but it just won't be from a restricted skill bar like it is now. The way to fix that would be to allow access to all skills from the beginning but each skill/spell having a requisite based on the amount of potential damage.
So if your a low-level character and put all your attribute points in Mysticism just to use Avatar of Dwayna (which would have high requisite because its a powerful skill), you leave nothing for the other 7 skills let alone armor and weapons requisite. So this forces the player to be more creative in developing their character along the way.
Mist Walker Skarloc
Quote:
Originally Posted by Yichi
..."rouge"...
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Anyway, I agree. Blizzard can't balance their rogues for shit, ANet can't balance assassins. I don't think ONLY the core professions should be in GW2, but assassins should go. They simply can't be balanced. As much as I like my assassin, I admit, they RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO up balance pretty badly and I'm willing to not have one in GW2 in order to have a balanced game. Even if assassins DO manage to be balanced, they'll sill just be 1234567 SPs or 123434343434343434343 MS+DBs.
Anyway, as for the idea of assassins dual wielding swords - no. That's something warriors should do. Besides, we don't need to worry about it because there'll be no assassins in GW2! (Fingers crossed).
Mathiel
if assassins aren't in GW2, I'm not buying it
FlamingMetroid
please refrain from posting current assassin balance issues in my thread, directly contribute to the CC or don't post.
Mist Walker Skarloc
Quote:
Originally Posted by [M]agna_[C]arta
No, Assassins were introduced in Factions, and orginated in Cantha.
Yet, as we can observe in EoTn, Culture have Spread allover Tyria. Which makes Sins a possible Profession in GW2. And the people who make a Mockery of Paras, Mes, Sins and Rits are obviously, Arrogant and Retarded. Other people hate Sins cause they kill them fast or they are counted as Newbs when portaying as Sin. But most reason is People flame bout Sins alot, making them think Sins are Crap too. Like what's happening in WoW, I have never played Warcraft Games, but I'll never flame bout it cause I have never tried the game. Also Paras are insulted cause people believe Paras do nothing in battle and Spears are weak. Well actually Spears can deal more damage than Bows, But bows are able to cause more Conditions. And Paras are good Energy Maintainers and Spikers/Buffers. Rits were called Useless before cause of the Immobility of Spirits, and the belief of Channeling Magic and Restoration Magic are just weak copycats. Lastly, Mesmers are hated cause they Shutdown People alot and people make fun of the Extravagant Clothes(sometimes insulted as Gay, and Nothing is wrong with homosexuality, those who believe homosexuality is taboo are morons). |
Quote:
Originally Posted by trialist
...gayness...
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[M]agna_[C]arta
Makes me think why people think Ima Gwurl -_-....
netniwk
Quote:
Originally Posted by [M]agna_[C]arta
Makes me think why people think Ima Gwurl -_-....
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and the gay anime avatar.
[M]agna_[C]arta
Hmm, Japanice =3.
Abedeus
Uhm, you have a girl in your avatar, you use girlish bloglike emotes and Magna Carta sounds, even if you know what it means (I do ;d), kinda girly.
trialist
Quote:
Originally Posted by Mist Walker Skarloc
I'm bisexual, so GTFO with your homophic shit. Now.
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Prokiller88
Okay, after reading this.. and something else I found on official wiki. Skills are fine, except.. make the attacks have different damage and effects when used as a certain class of attacks. This way people won't complain about 1234567, and skill chains won't be killed if you tapped a finisher instead of a dual by accident.
[M]agna_[C]arta
I think it's a Boy -_-.
You don't watch Anime don't you?
Maybe were having same prob as this one:
[pic can't be found, search in the You Laugh, You Lose Thread, it's a pic of a Masculine Woman or a Man with Pony Tails.]
You don't watch Anime don't you?
Maybe were having same prob as this one:
[pic can't be found, search in the You Laugh, You Lose Thread, it's a pic of a Masculine Woman or a Man with Pony Tails.]
Mist Walker Skarloc
Quote:
Originally Posted by trialist
And i needed to know your sexuality why? Stop hitting on me.
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trialist
Quote:
Originally Posted by Mist Walker Skarloc
You don't, but I figured it'd help you understand why you're pissing me off. Stop it, now.
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But lets not derail this thread anymore shall we? Only 3 other people actually commented on the OP's CC in this entire thread. Feel feel to send me your love and naked pics via pm though.
TrippieHippie89
Quote:
Originally Posted by Lord Darksoul
This is where I laugh. If a monkey can roll his fingers down the keyboard and kill you, that's pretty pathetic. Here's a few skills even RA players will use that will easily destroy sins' capability of easy 1-2-3-4-5-6 combo kills. I'll even put up the guildwiki for these skills so once you cap the elites in pvp or trap farm the Zaishen you can grab these skills and kill sins.
http://gw.gamewikis.org/wiki/Guardian http://gw.gamewikis.org/wiki/Insidious_Parasite http://gw.gamewikis.org/wiki/Spiteful_Spirit http://gw.gamewikis.org/wiki/Blackout http://gw.gamewikis.org/wiki/Cry_of_Frustration http://gw.gamewikis.org/wiki/Diversion http://gw.gamewikis.org/wiki/Empathy http://gw.gamewikis.org/wiki/Clumsiness http://gw.gamewikis.org/wiki/Ethereal_Burden http://gw.gamewikis.org/wiki/Ineptitude http://gw.gamewikis.org/wiki/Spirit_of_Failure http://gw.gamewikis.org/wiki/Spirit_Shackles http://gw.gamewikis.org/wiki/Price_of_Failure http://gw.gamewikis.org/wiki/Reckless_Haste http://gw.gamewikis.org/wiki/Blinding_Flash http://gw.gamewikis.org/wiki/Blinding_Surge http://gw.gamewikis.org/wiki/Teinai%27s_Wind http://gw.gamewikis.org/wiki/Shield_Bash You can pretty much say that for all non-core professions. What does the Paragon that add that's so great, shouts? What does the Dervish do, scythe attacks, wow I look lieks the grimz reaper nows! What does the Ritualist do, wow spirits! So, please get a clue, because you're incapable of killing sins, does not mean they are unbalanced or broken. |
right...i have just revoked your right to speak, you have just proven the fact that your IQ is lower than Bush's
all the other classes you mentioned are versatile paragons for example, can be straight dmg/pressure with p/me cruel spear, offensiveparty support through command shouts, defensive party support through motivation shouts, etc, etc, rits are melee support through weaps/a-rage, party heals and backup heals through resto, straight dmg through channeling, spirit spamming all over the place, dervs can either be all out spiking dmg (conjure/wounding strike) a sturdy, high armor frontliner through AoB, other sturdy frontliners through AoM, etc, etc....hell you even see them healing in HB
Assassins, on the other hand are 123123123123123123 goredenignegoredenginegoredengine no matter which way you look at it
DavidRoss4
One thing let Assassins be assassins and actually be able to assassinate somebody such as the idea of assassins creed but without you having specific targets. I mean let assassins be able to put themselves up for hire to kill enemies of clients.
Thizzle
That game needs to GTFO. I hope they change all the professions in GW 2.
NYC Elite
Love the class concept and art, but I still have this feeling that aspects of the class would somehow managed to be abused.
la_cabra_de_vida
Assassins need to die.
shoyon456
Your ideas are fine and dandy, but basically, you just took the GW1 version of a sin, overpowered him, have him a sword, some new insigs, and a new look.
In GW2, I hope that nearly ALL of the professions are completely reworked. Certain key aspects should remain though (Assassins' daggers/mask, Dervs' hood and scythe, Paragons' wing casts)
In GW2, I hope that nearly ALL of the professions are completely reworked. Certain key aspects should remain though (Assassins' daggers/mask, Dervs' hood and scythe, Paragons' wing casts)
NYC Elite
Quote:
Originally Posted by la_cabra_de_vida
Assassins need to die.
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Yichi
I thought I already covered why sin's in general are a bad concept. guess not
FlamingMetroid
Quote:
Originally Posted by Yichi
I thought I already covered why sin's in general are a bad concept. guess not
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NYC Elite
Quote:
Originally Posted by Yichi
I thought I already covered why sin's in general are a bad concept. guess not
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FlamingMetroid
Quote:
Originally Posted by NYC Elite
I think they were just designed and executed wrong.
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Assassins were VERY poorly planned out in the current GW. They basically implemented a class that doesn't work in GW, and implemented it very poorly at that. GW2 will be a different game, keep in mind, and that is what my CC is focused at.
Yichi
Quote:
Originally Posted by FlamingMetroid
I think quite a few people have already covered that they'll be in GW2, like it or not.
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Quote:
Originally Posted by NYC Elite
I think they were just designed and executed wrong.
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NYC Elite
Quote:
Originally Posted by FlamingMetroid
norly?
Assassins were VERY poorly planned out in the current GW. They basically implemented a class that doesn't work in GW, and implemented it very poorly at that. GW2 will be a different game, keep in mind, and that is what my CC is focused at. |
horseradish
Quote:
Originally Posted by Stormlord Alex
It could be done in GW1 by simply overhauling most of the skills, and the class concept as a whole.
I'll keep it as succinct as possible, but the ideas I've been playing around with are... - kill lead skips (BSS, GFS, Falling crap) - no more cramming 2 duals into a long chain to instagib. Then, buff the overall power of a single L-O-D chain to compensate for it's relative fragility compared to Warr and Derv attacks, and to make a viable way for assassins to kill stuff (in the same way that Evis+Exe kills stuff - as the main driving force of a team-wide spike). - make offhands fun. See Bull's Strike. Isn't that totally awesome? Yes, give offhands a side utility effect - like Bull's on Warriors - making them a useful or powerful skill to throw around outside of L-O-D chains. As an example... Black Spider Strike. Off-hand attack. If this follows a Lead attack, strike target foe for +X damage and poison them for Y seconds; and this skill counts as an Off-hand*. If this attack does not follow a Lead attack, strike target foe for +X damage. If that foe is hexed, all foes in the area are Poisoned for Y seconds. Falling Spider Strike. Off-hand attack. If this follows a Lead attack, strike target foe for +X damage and poison them for Y seconds; and this skill counts as an Off-hand*. If this attack does not follow a Lead attack, if target foe is moving, they are knocked down and Poisoned for Y seconds. (ohh yeah, Bull's for 'sins) *essentially, off-hands that strike targets marked with 'Lead' attacks count as an off-hand and mark target with the 'off-hand' symbol; if they do not follow Leads they do not mark the target, and have additional effects instead. Wordy, but you get the idea. - Shadow-steps. Ugh.... Actually, they're quite fun and have something to offer in moderation. At least, make all of them half-ranged and stop them from allowing you to jump to places you shouldn't be able to - no jumping into Guild Halls to gank NPCs, for instance. With insta-gib combos, Shadowsteps aren't quite so bad. - the other stuff - ly Arts and Shadow Arts. Essentially, I'd like to see the Assassin as a frontliner that trades hardiness and DPS-pressure for other capabilities. They spike with L-O-D, and pressure with off-hands and shut-down. I'm still thinking, but something along the lines of - change ly Arts to give it spellcaster-style shutdown - energy denial, interrupts, Enchant , anti-spell hexes; and make Shadow Arts physical shutdown - snares, block and stance killers, damage reducing stuff and miss hexes. Obviously, not as powerful as a full Dom Mesmer or Curse Necro respectively; but a ly spec 'sin would be able to more effectively pressure enemy casters, whilst a Shadow-spec 'sin would be able lineback and generally hamper the enemies' own offense. |
With careful balancing, this could be just powerful enough to promote skillful play without 12345678 button mashing.
assassin of the night
i like this skill idea -- Dragon Jaw[E]- 10en 20 recharge - Dual. This attack strikes for +5...35 damage, and inflicts burning for 0...5 seconds.
NYC Elite
What can be done about shadowsteps besides making them half-ranged or totally destroy them? Maybe make them 50% +/- fail with </= 4/5 Shadow Arts or Deadly Arts depending on the spell? Or make them only work for Assassin primaries? Maybe come up with something before just chucking it.
Yichi
chucking shadowstepping into a huge fire would be a far more viable alternative.
fuzzball
very creative, i like it
Kaleban
I think there needs to be a more organic skills system.
Not saying like WoW where skills are limited, I like the idea of secondary profession switching in outposts. But there needs to be more than 8 active skills, synergies between attributes/other professions, etc.
If they want more variety, having more useable skills would allow for more variation in builds.
As to the people that QQ about 1 through 5 button mashing on sins, I always have to laugh. Its the same on any other class designed to kill, such as warriors and elementalists, you hit your skills in a specific order with the intent to maximize damage output.
The only difference with the sin (something people tend to overlook) is that if a part of the chain fails for any reason, the entire chain falls apart. Not so with the warrior or ele, who can simply move on to the next skill.
So to those that QQ about 1-5 easy mode kills, I have to say they are playing against sins of superior skill, or have absolutely crap builds of their own. Its a simple thing to stop a sin, players/teams that can't are lazy and ill-prepared for PvP anyways.
I like the original suggestions, AND the concept art . Obviously skill balance will evolve over time, but one suggestion I'd make is keeping the sin with Daggers as the sole weapon attribute, and instead having to secondary for more weapon selection. Maybe add more variation into the Daggers line, or change it to "Tools of the Trade" and for god's sake add some nunchaku!
Not saying like WoW where skills are limited, I like the idea of secondary profession switching in outposts. But there needs to be more than 8 active skills, synergies between attributes/other professions, etc.
If they want more variety, having more useable skills would allow for more variation in builds.
As to the people that QQ about 1 through 5 button mashing on sins, I always have to laugh. Its the same on any other class designed to kill, such as warriors and elementalists, you hit your skills in a specific order with the intent to maximize damage output.
The only difference with the sin (something people tend to overlook) is that if a part of the chain fails for any reason, the entire chain falls apart. Not so with the warrior or ele, who can simply move on to the next skill.
So to those that QQ about 1-5 easy mode kills, I have to say they are playing against sins of superior skill, or have absolutely crap builds of their own. Its a simple thing to stop a sin, players/teams that can't are lazy and ill-prepared for PvP anyways.
I like the original suggestions, AND the concept art . Obviously skill balance will evolve over time, but one suggestion I'd make is keeping the sin with Daggers as the sole weapon attribute, and instead having to secondary for more weapon selection. Maybe add more variation into the Daggers line, or change it to "Tools of the Trade" and for god's sake add some nunchaku!
Phoenix Tears
nunchakus for Assassins rofl >.>
You mean I think Katars, Ninja-To, Kodachi (real melee weapons of assassins), Kunais and Shuriken (Throwing Daggers/Stars), THAT are weapons, that would fit to the Assassin as equipable weapons much better, than such boring Daggers.
Simple Daggers should be imo the Weapon of Rogues or a secondary Weapon for Rangers.
Nunchakus, are weapons for Martial Artists, no Assassin Weapon.
The Concept Picture there on page 1 shows an Assasin, that wears a Ninja-To.
You mean I think Katars, Ninja-To, Kodachi (real melee weapons of assassins), Kunais and Shuriken (Throwing Daggers/Stars), THAT are weapons, that would fit to the Assassin as equipable weapons much better, than such boring Daggers.
Simple Daggers should be imo the Weapon of Rogues or a secondary Weapon for Rangers.
Nunchakus, are weapons for Martial Artists, no Assassin Weapon.
The Concept Picture there on page 1 shows an Assasin, that wears a Ninja-To.
chfanfiction
Nice idea, but some of the attacks look like they would be frequently abused.