Originally Posted by LaserLight
And the worst are the Dagger-only Hexes, or those that require leads or off-hands. These require not only a spec in Deadly to use properly, they also require investment in Dagger Mastery, which requires investment in Critical Strikes to outweight the advantages of Warrior primary and Axes/Swords/Hammers. Given that...why aren't these Hexes significantly stronger than normal Hexes? The restrictions on their use are considerable, much more so than even other semi-conditional Hexes such as Weaken Knees or other trigger-effect skills, and yet they're no more powerful, and in some cases a good deal less, powerful than the average Necromancer Hex. Hell, Shadow of Fear alone has more innate power than four-fifths of an Assassin's Hex selection. This class was supposed to be a Hexing hand grenade, dealing out both vicious dagger damage and nasty, nasty Hexes, and we have neither. Please fix Anet.
The inherent problem is that the class was designed to "combo" together different skills to create synergy. Other professions were not designed to do this specifically for the majority of their skills. What you end up with, is something similar to the elementalist dogma where you have marginally efficient skills *if* all aspects of the combination stick. By contrast, many of the other professions have skills that do work together, but are not required to. As such they were made stronger independantly and so when used together create a much stronger synergy.
There is alot they can do with the profession still, so i wouldnt give up hope yet. The real question is, how closely are they observing the current situation? Somehow i doubt a major rebalancing is on the horizon anytime soon. The best chance for it would be following the current pvp season finals, but with their development schedual for new content, it could be difficult for ANET to work it in given other game mechanics that could stand to be ironed out, like the alliance battles.
28 May 2006 at 21:07 - 37
Quote:
Originally Posted by LaserLight
Alright, please stop asking for Assassins to recieve an armor boost. We are Assassins, not frustrated Warriors. Assassins never have and never will possess Warrior-level armor, so stop begging for it! Jeebus, makes me embarrassed to play the class.
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No one is asking that assassins get warrior level armors. I play a warrior primary, ranger primary, necro primary, and an assassin primary -- all high level, well equipped, 15k armors, and 90%+ of the available elites.
Warrior armor levels start off at 80+ vs. all, and 95+ vs. physical. Furthermore, warriors have many skills that can push armor levels into the 190+ range.
Rangers get 70 base armor, +30 vs. elements, and +15 vs. specific element types depending on the armor chosen (+115 max). Their ranged combat design allows this to be adequate.
What do assassins get? Flat 70. No bonuses vs. specific attack forms -- just flat 70. What does this mean? It means that assassins has just 12.5% more staying power than a caster (AL=60), yet they have to go to point blank ranges to perform their dagger skills. This makes assassin mortality rate and healing requirements very high, AoD teleports or not. Even if an assassin delivers his/her damage output payload and survives the 4-second round trip, he/she is usually well below 50% health when dealing with high level mobs.
I am NOT asking for 100+ armor levels as you so implied. I'd like to see a reasonable compromise, like 75 armor/ +15 vs. elements, physical, or similar mid-point between present assassin armor vs. other class armors. That's not too much to ask for. Improved self healing might also be appropriate -- Shadow Refuge expires much too soon at only 4 seconds duration.
I can see that we have two opposing mentalities here -- one side wants a pve-balanced toon than doesn't fold in 6 seconds (8 seconds preferred). The other wants an all-out pvp glass cannon. Does this sound accurate?
28 May 2006 at 21:36 - 38
Quote:
Originally Posted by lord_shar
No one is asking that assassins get warrior level armors. I play a warrior primary, ranger primary, necro primary, and an assassin primary -- all high level, well equipped, 15k armors, and 90%+ of the available elites.
Warrior armor levels start off at 80+ vs. all, and 95+ vs. physical. Furthermore, warriors have many skills that can push armor levels into the 190+ range.
Rangers get 70 base armor, +30 vs. elements, and +15 vs. specific element types depending on the armor chosen (+115 max). Their ranged combat design allows this to be adequate.
What do assassins get? Flat 70. No bonuses vs. specific attack forms -- just flat 70. What does this mean? It means that assassins has just 12.5% more staying power than a caster (AL=60), yet they have to go to point blank ranges to perform their dagger skills.
Actually if you put a defensive mod into your daggers instead of +hp and use the +AL while attacking you get exactly what you are asking for inherently.
Assassins should have been designed with different defensive mechanics in mind, but instead they were left with parts of other existing mechanics. They really should have been soft target, but with more ways to avoid it, instead of escape/mitigate/heal it. Part of avoiding it can fall to the range issue you brought up, but it could go in many different directions. There were alot of varied ideas in the thread that the community put forward and the closest things to come out of it were dark escape and critical defense.
28 May 2006 at 21:41 - 39
Quote:
Originally Posted by Phades
Actually if you put a defensive mod into your daggers instead of +hp and use the +AL while attacking you get exactly what you are asking for inherently.
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Can you please elaborate? Using the +5 armor weapon suffix pretty much excludes the +30 hit point option, which does not sound reasonable. I'm not certain about "+AL while attacking" mod or skill either (I've seen -10 AL while attacking, but not +10). If you're referring to Flashing Blades (50% block while attacking), it seem to be a waste of an elite slot. Also, this does not address why certain other classes get 100+ armor levels vs. specific attack types, while assassins get no such defense bonus.
28 May 2006 at 22:08 - 40
I wonder, would it be fair to force assassin class armors to be all 60 AL but then double all skill damage?
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