How do you feel about the Assassin?

Rick Thene

Rick Thene

Academy Page

Join Date: Dec 2005

Confirmed. Sending Supplies.

Big Domage Krewe [DoMe]

A/W

I wouldn't mind if Sins were changed from instagib to an uber melee ranged shutdown class for GW2. Gods, they would need a name change though.
Bobby is completely right that stealth and in-battle teleportation is brutal to a games balance.
Now, if Shadowsteps were half range, required LoS and were tied to Critical Strikes...
...they would be at least a bit more balanced.

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

and WoW doesn't have the best pvp in the rpg genre; guild wars does.

coincidence? i think not.

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Well, if you are talking about balance, Both games still need work. WoW still has some balancing issues with the release of Wrath of the Lich King, and GW has issues since the release of Factions. Both games have been given time so they have improved a lot.

If you are talking about better in terms of sheer volume of players, then It would be safe to say, WoW definately has more in volume players. I still have yet to see mainstream advertising for GW. Of course, that does not mean its better, just has had mainstream success.

If you are talking about better as in quality of players, lets just say, most of the players are terrible in each game with a small percentage of good players.

In terms of monetary rewards. I do know WoW does have lucrative tournaments for the top PvP'ers for offline and online tournaments. I also do know that PvP teams also have the opportunity for sponsorships and will get their trips paid for to places all over the US, Europe, and even Asia just to compete in these tournaments.

I am currently unaware if top pvp GW players have those same kind of things. If so, please enlighten me.

Either way, do you currently play WoW or at least keep up with it via friends, or read online? If not, then can you really compare them fairly and unbiasedly when your current experience is only with GW.

Either way, i'll end it here. I only wanted to make a point that stealth is not currently ruining PvP to the game implied, which is WoW. And that time and development is really the only way to balance a game.

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

stealth and teleport skills do not imbalance the game
improperly thought out stealth and teleport skills imbalance the game


melee-class dmg > ranged-class dmg
so they buff melee-class dmg even moar so by giving them range?
rite...that makes plenty of sense

imo shadowstep qq should belong wit rspike qq

many suggestions have already been made on how to balance shadowsteps
but lets not turn this thread into another shadowstepping one
or another izzy bashing one


@petrorabbit
dun say wow has better pvp jus cuz its more popular and blizzard has more money to spend on prizes
thats like saying dead of alive has a better fighting system then virtua fighter

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Quote:
Originally Posted by snaek View Post

@petrorabbit
dun say wow has better pvp jus cuz its more popular and blizzard has more money to spend on prizes
thats like saying dead of alive has a better fighting system then virtua fighter

Quote:
Originally Posted by petrorabbit View Post
snip...

Of course, that does not mean its better, just has had mainstream success.
Never said WoW has better PvP. I believe they both have problems. And both systems are good depending on what you look for in a game. It still does not mean that because you don't enjoy/play one, that the other is inferior, especially when you've only seen one side of the coin.

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

personal preferences aside
gw objectively has some of the best pvp game mechanics around

if ppl wanna shorten that to best pvp... its almost the same thing

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Have you played WoW Arena PvP to make that claim?

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

WoW Arena play is roughly analagous to Team Arenas and the current extremely crappy metagame. Well except you are ranked so the "good" teams can face each other.

WoW GvG....oh wait.

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

So how do you know WoW does not award those same things?

Before you talk about gear discreptancies, you should try familiarizing yourself with Arena Rating.

In response to your edit:

Please read the question above your post.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Requiring you to hit a certain rating before using some powerful gear is the exact opposite of "skill>grind".

No I'm not going to grind a character to 80. On the topic of "serious" PvP comparisons I've never head of a single favorable thing for WoW, other than that you don't need 8 ragey people to enjoy "high end". This should not be surprising consdering that Arenas were something added much later in the game as they saw the potential from Guild Wars, as opposed to being something built-in to the core from day 1.

If you want to argue that WoW is much more than a spamfest and is a better game for not having strategic control points, anything comprable to a mesmer or protection prayers, be my guest, it's the first I would have heard of it.

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Hmm, you didn't answer my question.

Is it coincidence that some of the best PvP'ers happen to have the highest arena ratings? Is it also coincidence that some of the best PvP Teams in Arena happen to have great coordination, reflex, and teamwork? Those same players also tend to play well in an offline tournament where everyone has access to the same gear.

Either way, i'm not trying to say WoW is better or GW is better. People who favor one over the other usually only play one and haven't played the other to form a fair and unbiased opinion. Usually, the claims are uneducated due to lack of experience in the other game.

I'll stop playing the WoW advocate if people form educated comparisons without ignorance clouding their judgment.

edit to your edit: Thank you for proving my point. "Real experience" is more valid than "he/she said"

moriz

moriz

??ber t??k-n??sh'??n

Join Date: Jan 2006

Canada

R/

only if you drop the "this happens to work here, therefore it is not imbalanced", or "the best players of a game tend to be the best players in a few given instances" arguments. neither of those statements mean much of anything, since they are more or less universally true.

it's also universally true that teleportation and stealth mechanics are hard to balance in a competitive environment. teleportation will only be balanced if there are high associated costs attached to it (which until recently, is not the case for GW). similarly, stealth can only be balanced if the costs for using/maintaining stealth is very high. both of these will be difficult to achieve/maintain, because the lines between "useful, but not broken", "utterly useless", and "utterly broken" are very narrow.

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Just because GW has not been successful at incorporating these mechanics does not mean it is true for everything. Yet, as of now, one mechanic has been successful to its game alot more than the other. The point I was making is that stealth ruining WoW pvp is more of an exaggeration since most people here do not keep up with WoW and only base their arguments on what they heard 1 or 2 years ago.

Yes, I agree, stealth and teleport mechanics are hard to balance, yet not impossible. Whether it be intuitive balance or trail and error, it is still possible to achieve. IMO, WoW's stealth mechanic does not cause as much balance issues for WoW players as much as Shadowstep causes balance issues for GW players. Either way, they are still different games, yet people are still claiming one to be superior when they won't even try the other.

GW can achieve these things if the developers really wanted to put time and effort into it. Yet, they are already putting time and effort into GW2. Who knows, maybe they've learned their lessons from GW and they will properly implement a stealth or teleport mechanic that does not cause as much issues as they have now.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Teleporting (and stealth-until-attack) is really only problematic in GW due to the whole dynamic of pre-prots and spikes. Games where you can actually out DPS healers (cough WoW/Warhammer) it really is not a big deal, the surprise element isn't as useful. Over short distances teleport hardly matters on ranged characters, only recall/shadow of haste letting you go across the map were problematic.

Stealth only becomes an interesting competitive mechanic when you can counter it, making it interactive. FPS have line-of-sight, positional audio and moving around corners. RTS are Rock-Paper-Scissors matches on the fly so building stealth counters works there. But in PvE-RPGs like DnD it basically boils down to a build/equipwars thing where you bring a spell, item, or ability to an area to counter. For a game like GW where you can't change builds mid-match, you'd have to think of some active counter mechanic for that to be entertaining. With a different interface, firing spells or arrows in the rough area of a stealthed character to trigger an uncover might be a start.

Bobby2

Bobby2

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Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

@ petro

Kso, I have played WoW, and it sure as hell wasn't balanced up until I quit.

Maybe that has changed. But WoW is going for a while now. If it's going to take this long to tweak out...

I don't think game designers will take the trouble to create such a class as intended for serious PvP again. Too much of a challenge, because this is undeniably true:

Quote:
Originally Posted by moriz
because the lines between "useful, but not broken", "utterly useless", and "utterly broken" are very narrow
Also:
Quote: It not like GW is balanced either, even today. But i'm guessing it has been a really long time since you quit. I'm also talking about a stealth mechanic, not the whole game when I first posted.


Quote:
Originally Posted by petrorabbit
Who knows, maybe they've learned their lessons from GW and they will properly implement a stealth or teleport mechanic that does not cause as much issues as they have now. Now you're just being naive.

EDIT: anyone got experience with the Witch Elf class from WAR?

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Quote:
Originally Posted by Bobby2 View Post
@ petro

Kso, I have played WoW, and it sure as hell wasn't balanced up until I quit.

Maybe that has changed. But WoW is going for a while now. If it's going to take this long to tweak out...
I don't think game designers will take the trouble to create such a class as intended for serious PvP again. Too much of a challenge, because this is undeniably true:

Now you're just being naive. You're right, I am being naive. Developers not challenging themselves and learning form their mistakes? INCONCEIVABLE!!!

Bobby2

Bobby2

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Join Date: Jun 2007

Delayed in order to meet ANet's high standards

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W/E

Quote:
Originally Posted by petrorabbit View Post
It not like GW is balanced either, even today. But i'm guessing it has been a really long time since you quit. I'm also talking about a stealth mechanic, not the whole game when I first posted.
Yeah, I get that. And yes, it's been like a year or so since I last touched WoW.

But you'd say stealth, with WoW experience, would be 'more easily manageable' in the future in regards to balance?

Or give insight as in how to balance an entirely new mechanic (suggestions welcome, as I have none)?


Quote:
Originally Posted by petrorabbit View Post
You're right, I am being naive. Developers not challenging themselves and learning form their mistakes? INCONCEIVABLE!!! Being cynic (realistic?), sorry

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Quote:
Originally Posted by Bobby2 View Post
Yeah, I get that. And yes, it's been like a year or so since I last touched WoW.

But you'd say stealth, with WoW experience, would be 'more easily manageable' in the future in regards to balance?

Or give insight as in how to balance an entirely new mechanic (suggestions welcome, as I have none)?
Hmm, I think you misunderstood me. Never did I say that stealth would be easier to manage than shadowsteps, especially to GW. I responded to your comment here:

Quote: Originally Posted by Bobby2 View Post
Low-armor, high-damage melee class. Needs an element of surprise to be effective. So far two mechanics have been used in MMOs to achieve this:
- teleporting
- stealth

both of which have been hell on game balance. All I did was provide an example to your sweeping generalization, that stealth has been successfully integrated into an MMO without ruining game balance. Of course, it took time and work to get it that way, which all games require to achieve something close to balance, GW included.

Do I want GW to have stealth? I wouldn't mind it, but I won't lose sleep if it doesn't. Done properly, with time and effort, either mechanic can be balanced. You can never shortcut polishing a product, only keep working on it till it gets there. Atm, ANET has their attention focused elsewhere, so the only balance GW has been getting are patches to influence the Flavor of the Month, and some ways to make PvE even more carebear friendly.

Quote:
Being cynic (realistic?), sorry If you have no faith that ANET can learn from their mistakes and actually do something right, why do you still bother?

wtfisgoingon

Banned

Join Date: Jun 2006

People like to stereotype the Assassin class being attracted only towards Naruto fans and little kids. These are just stupid/ignorant people, probably Americans which equals zZz.

Imo, the Assassin class is unique just like they are pretty unique and appealing in most of the other MMO's I've played.
Their playing style is different and appealing, their swift moves and animations define eastern arts = unique and cool.

Some people like the hit and run style, which I believe is the more of an eastern style. Some people prefer the stand and hit style, western style I guess?

Given that, all classes are fun imo, just depends on your taste. Only profession I found boring was the Paragon = zZZzzz.

Assassin is my main character , I play it how ever I want to play. I dont bring an elite just because other people tells me to, I bring which ever skills I found enjoyable to me.

Assassin armors: Okay, this part is ridiculously stupid. Spikey sin armors = retarded. FoW and Elite Cathan armors are the only two armors I love on the male sin. FoW and Seitung for female.

Celeborn10

Celeborn10

Frost Gate Guardian

Join Date: Dec 2006

In my lair...

R/Mo

Stop sitting on the WoW. Teleports and stealth have been bad in almost every PvP setting. See LoTRO, the game is centered around PvE, and the PvP is an AB-like setting. Rangers can be interrupted like they're dazed and there's no bodyblocking! A certain class can teleport out of danger at a whim and Thieves/Wargs can knocklock/shutdown/cripple like a combo of Rangers, Hammer Warriors and Mesmers rolled into one. Then look at Warhammer where there are tanks sporting aggro-control in PvP. Guildwars has quality PvP mechanics (dodgeable projectiles, bodyblocking, limited skillbar) and it was originally meant to have an intense 8v8 PvP endgame. It's just that the hardcore PvP community has been diluted and PvE has been brought to the forefront while other PvE-centered MMO's have made their own strides in improving their PvP. What GW especially has in its favor is that the players are limited to 8 skills per bar which greatly limits the balance issues. As for what the Assassin could be, perhaps a bit like the LoTRO burglar but focusing on interrupts to disable and shutdown while using stances (think Shadow of Haste) to move in and out of combat (melee mesmer). LoTRO burglars/wargs aren't too bad on their own; it's combined with their stealth that they become sadistic shutdown killers. GW's Assassin leaves a bit to be desired in regards to its inflexible chain. Assassin is still fun to mindlessly steamroll with.

Bobby2

Bobby2

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Join Date: Jun 2007

Delayed in order to meet ANet's high standards

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Quote:
Originally Posted by petrorabbit View Post
Hmm, I think you misunderstood me. Never did I say that stealth would be easier to manage than shadowsteps, especially to GW. I responded to your comment here:


All I did was provide an example to your sweeping generalization, that stealth has been successfully integrated into an MMO without ruining game balance. Of course, it took time and work to get it that way, which all games require to achieve something close to balance, GW included.
Well, you did say stealth was successfully integrated while maintaining overall class balance (right?) Shadowstepping has never come close to that.


Quote:
Originally Posted by petrorabbit View Post
Do I want GW to have stealth? I wouldn't mind it, but I won't lose sleep if it doesn't. Done properly, with time and effort, either mechanic can be balanced. Guess we'll agree to disagree here.

Quote:
Quote:
Originally Posted by petrorabbit View Post
If you have no faith that ANET can learn from their mistakes and actually do something right, why do you still bother? Because I hope to see Assassins return as the class they deserve to be, if at all.

*hoping for glorious new easy-to-balance surprise mechanic*

lord_shar

lord_shar

Furnace Stoker

Join Date: Jul 2005

near SF, CA

There are numerous variables ANET can modify to adjust Shadow-stepping: cast time, range scaling based on scores, energy cost, etc. Regardless of what is changed, any teleportation bypassing blockers is preferable to flat two-dimensional combat, and kiting just sinks the experience further into a single dimension.

GW's body-blocking mechanic itself is broken anyway... after all, why can't a standing player walk over a knocked-down / prone opponent?

Stealth / invisibility can easily be implemented in GW2 -- just make it a pve-only skill if it proves itself too powerful in pvp. I'm hoping 3D combat also makes an appearance, but that's really wishing for a lot.

Rick Thene

Rick Thene

Academy Page

Join Date: Dec 2005

Confirmed. Sending Supplies.

Big Domage Krewe [DoMe]

A/W

Y'know, if they can implement jumping into GW2, maybe they can give Sins wall jumping and ledge climbing...
That would give them extra, class specific mobility and "surprise".

Parkour Assassins oh yeah!

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

I always thought the sin would be best with its focus more on mesmer-like trickery that debilitates enemies, alongside the shadowsteps and a moderately powerful chain that could assist in kills easily.

The problem is that if Anet likes my idea they will just make some random skill like [Hidden Caltrops] insanely imba again (and require another nerf) instead of changing numerous skills into a viable but not overpowered state.

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

In a-nets defense it's easy to make things imbalanced.

I have this pet project on my computer (because I have no life) where I play with the numbers of Sin skills for my ideal balance update crap, and I remember goint to Locust fury.

And I came up and thought
Make it non elite? Or improve it. I tried to keep it elite by making it so it made you 5....21..23 Shadow Damage in melee (like All melee) and still have 50% chance to Double strikes.
I then realized that....21 armor ignoring damage with Double strikes is kinda stupid since a double strike meakes that 42 damage, and with 12 dagger mastery you have 74% chance to Dual strike in conjunction with Locust fury which means, your dealing about 42 damage in reality every time you attack, and your attacking basically in seconds, and it's kinda stupid...

Or I make it non elite...and it's still kinda stupid =P.

Im just saying.....then again I went through my idea a couple times and fine tuned it a bit =P...

...you know what why the hell am I talking...I don't even remember the point of what I was saying..

Bobby2

Bobby2

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Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Oh no, not Locust's again

If only it would have an effect on attack skills. Why I would say: just make it an IAS.

Then I looked at [way of the assassin] and its recent(ish) history, and realized Locust's will never be buffed.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

The thing is, buffing stuff like Locusts is what I didn't want. The focus is not on damage, but on support and debilitation.

And seriously, who at Anet thought Way of The Assassin was balanced with the +33% IAS. Have they even played the game?

Let me throw out a random assassin-y skill I just thought up that I kinda like. Tell me how you like it, possibly could use some balances but it should illustrate my idea.

Wall of Smoke (5e 0c 20r): for 1...3...4 seconds, every ally in earshot is under the effect of Wall of Smoke. The next time they are hit with a physical attack all adjacent enemies are blinded for 5 seconds. Shadow Art's skill.

Basically I would like to see the assassin's attributes focused like this:

Dagger Mastery: Damage obviously. Should still be made into spike-like chains, but chains should be kept well out of the instant kill range.

Shadow Arts: Trickery-based defensive abilities, both protecting allies and messing up enemies. Like the above skill. Less self based stuff and more stuff targetable at any ally and/or enemy.

Deadly Arts: I kinda like how this is used at the moment. I would like to see all ranged deep wounds that the assassin has either changed to melee range or elite. If we do that Deadly arts would have more room to become a balanced attribute instead of gimmicky.

snaek

snaek

Forge Runner

Join Date: Mar 2006

N/

Quote:
Originally Posted by ensoriki
...you know what why the hell am I talking...I don't even remember the point of what I was saying.. in ur example, u made a connection from a to b
now imagine doin that for hundreds if not thousands of other possibilities
thats skill balancing
it can be overwhelming...but its not hard really
jus takes time and patience
and of course a deep understanding of the system as a whole

izzy only somehwat has a clue because thats his job and he usually has numerous ppl helpin em out in that department
but one thing he lacks is time
as u can tell by the numerous "quick fixes" he does

i tend to find that those who r good at making builds
tend to be good at skill balancing
i would personally like to see wut izzy has saved in his skill templates folder

ensoriki

ensoriki

Forge Runner

Join Date: Aug 2006

Canada bro.

A/D

Quote:
Originally Posted by The Meth
View Post
The thing is, buffing stuff like Locusts is what I didn't want. The focus is not on damage, but on support and debilitation.

And seriously, who at Anet thought Way of The Assassin was balanced with the +33% IAS. Have they even played the game?

Let me throw out a random assassin-y skill I just thought up that I kinda like. Tell me how you like it, possibly could use some balances but it should illustrate my idea.

Wall of Smoke (5e 0c 20r): for 1...3...4 seconds, every ally in earshot is under the effect of Wall of Smoke. The next time they are hit with a physical attack all adjacent enemies are blinded for 5 seconds. Shadow Art's skill.

Basically I would like to see the assassin's attributes focused like this:

Dagger Mastery: Damage obviously. Should still be made into spike-like chains, but chains should be kept well out of the instant kill range.

Shadow Arts: Trickery-based defensive abilities, both protecting allies and messing up enemies. Like the above skill. Less self based stuff and more stuff targetable at any ally and/or enemy.

Deadly Arts: I kinda like how this is used at the moment. I would like to see all ranged deep wounds that the assassin has either changed to melee range or elite. If we do that Deadly arts would have more room to become a balanced attribute instead of gimmicky. Earshot range? Seriously? Im already thinking of paragon-esque abuse in where a bunch of people with /A could have this (with possibly say Dash or whatever I dunno) and just annoy melee by syncing the cast... though I could be overlooking into things.

DM needs more pressure/other focused attacks. Like say...Exhausting Assault, I mean...Wtf Is Nine Tailed Strike doing...

Shadow arts being party related sounds kinda....out of sync to me, sin's should be more like Warrior/Mesmers and in that I mean... they're focus is the enemy, not necessarily buffing their team mates >.>

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

Well, it would only last 1 or 2 seconds unless you seriously spec into shadow arts, and its 20s recharge. Not to mention it could get taken off by a single ranged attack. If your whole team wants to go /A and near max or max shadow arts just to keep blind on enemies be my guest. I see its use as a good get out of jail free card for helping the backline, but not able to be used enough to rely on it to stop everything. As it stands it would basically be an Incoming! type skill, except non elite, but weaker and only working on melee.

I don't think of assassins as really buffing the teammates, more like tricking an enemy into disabling themselves (semantic difference mostly, the end effect is largely the same). I don't see a problem with it, as far as assassins in guild wars go they are more like tricky mercenaries then straight out knife in the back assassins. I have them pegged as a ranger-type class except spells instead of interrupts, preperations and such, using daggers instead of bows.

Rick Thene

Rick Thene

Academy Page

Join Date: Dec 2005

Confirmed. Sending Supplies.

Big Domage Krewe [DoMe]

A/W

One thing with that suggested skill, perhaps make it end if you make an attack or successfully cast a spell?

The Meth has it spot on. That is definitely what I'm hoping for Sins in the future.
Until then, eh...

X Shadow Reaper

Academy Page

Join Date: Aug 2008

PVE: a poor class though i chose it because it looks good
assassin ur doin it wrong, VERY wrong