Give the assassins ranged weapons!!
prism2525
Daggers are good, but everyone's saying that the warrior smashes him when it comes to dps, so here's what I thought up: give him shurikens (ninja stars) as I think they would fit in nicely with the assassin.
No idea about the damage range (faster than bow but less dmg?) but still I think it would help the assassin to remain competitive. I'm not saying to get these down now but maybe for the next chapter as there are skills to be created for use with this weapon. Throwing 3 at a time hitting 3 foes like lava arrows and much, much other skills for instance. Only it's anet's job to devise those skills, not mine
Comments/feedback is greatly appreciated.
No idea about the damage range (faster than bow but less dmg?) but still I think it would help the assassin to remain competitive. I'm not saying to get these down now but maybe for the next chapter as there are skills to be created for use with this weapon. Throwing 3 at a time hitting 3 foes like lava arrows and much, much other skills for instance. Only it's anet's job to devise those skills, not mine
Comments/feedback is greatly appreciated.
Dougal Kronik
/signed
Have them do slightly less damage than the melee weapons the Assassin uses and with a slower rate of attack - faster than a bow but with less range.
Have them do slightly less damage than the melee weapons the Assassin uses and with a slower rate of attack - faster than a bow but with less range.
the gud
yepp good idea.
Arkantos
This is a good idea, but then ANet will need to make a new attribute and give them more skills, so people will start complaining about an imbalance.
Bale_Shadowscar
Yeah. Give Assassins ranged weapons, and they'll want Warriors to have them too, and Casters to have Melee weapons etc etc
Mr Wolfmaster
Sins are designed to fight with daggers and there's nothing wrong with that. (Beisdes sins have some skills like dancing daggers which already resemble your idea) Anet would have to COMPLELTLY rework sins to add said idea which isn't very logical. To me it just sounds like you're complaining b/c you can't figure out how to use sins properly. (Even tho I know that's not the idea you're trying to convey) There is nothing wrong with sins now, and beside any balance changes, they should be left as is. I think the problem is people keep comparing sins to warriors but my favorite quote is:
"Comparing a sin to a warrior because they use melee weapons is like comparing a monk to an ele because they use staves."
Really sins are ment to play diffrently and have plenty of purposes that warriors do not and I don't think they should be reduced to a style of a ranger either cause then people will compare them to rangers and even more complaining will occur.
So please don't take anything I said as a personal insault, those are just my thoughts.
"Comparing a sin to a warrior because they use melee weapons is like comparing a monk to an ele because they use staves."
Really sins are ment to play diffrently and have plenty of purposes that warriors do not and I don't think they should be reduced to a style of a ranger either cause then people will compare them to rangers and even more complaining will occur.
So please don't take anything I said as a personal insault, those are just my thoughts.
Arkantos
Quote:
Originally Posted by Bale_Shadowscar
Yeah. Give Assassins ranged weapons, and they'll want Warriors to have them too, and Casters to have Melee weapons etc etc
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Theres a difference. No 'Warrior' would use a ranged weapon. The only spellcaster I can see using a melee weapon in a mesmer. Assassins on the other hand, could be seen using both daggers and some sort of ranged weapon. It wouldnt be odd to see an assassin throwing daggers, but a warrior throwing a sword would look odd, unless they make warriors throw axes.
prism2525
Quote:
Originally Posted by Mr Wolfmaster
"Comparing a sin to a warrior because they use melee weapons is like comparing a monk to an ele because they use staves."
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Quote:
Originally Posted by Mr Wolfmaster
Anet would have to COMPLELTLY rework sins to add said idea which isn't very logical
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Quote:
Originally Posted by Bale_Shadowscar
Give Assassins ranged weapons, and they'll want Warriors to have them too, and Casters to have Melee weapons etc etc
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Also wolf i'm in no way saying that daggers are wrong! they fit in perfectly, but I throwing stars aren't out of concept with the assassin. And btw, no, I don't use assassins (as primary at least).
Swinging Fists
Quote:
Originally Posted by prism2525
I'm not saying to get these down now but maybe for the next chapter as there are skills to be created for use with this weapon. Throwing 3 at a time hitting 3 foes like lava arrows and much, much other skills for instance. Only it's anet's job to devise those skills, not mine
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Mr Wolfmaster
Quote:
Originally Posted by prism2525
I don't think that's true as both assassins and wars are damage dealers generally.
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Prehaps my post was irrelevent sorry To be more relevent, I still don't agree with the throwing item idea so much but it could have potential. (Like if every class got a second kind of weapon in chapter 3, I.E. Two handed swords for warriors, and some sort of other weapons for other characters)
Priest Of Sin
I've found that assassins are about conditions rather than DPS. But you could always file these weapons under Deadly Arts.
Jetdoc
If you want to use missle weapons, shouldn't you change your secondary to Ranger? Then you can have the best of both worlds (e.g. Barrage Assassin).
Robin_Anadri
It's an amusing idea, but you wouldn't need another attribute line or even new items in game. Just make them skills.
Examples:
Star Strike - 5 en, no cast time, 5 rchg - Deadly Arts
Skill. Throw a shruiken at target foe dealing 5..25 damage if it hits.
Star Storm - 10 en, 3/4 second cast, 20 recharge - Deadly Arts
Skill. Throw shruiken at target foe and up to 3 foes adjacent to your target, dealing 5..25 damage if they hit. Only one shruiken will strike any one foe.
Poisoned Star Strike - 10 en, no cast time, 10 rchg - Deadly Arts
Skill. Throw a poisoned shruiken at target foe, dealing 5..25 damage and poisoning foe for 3..9 seconds if it hits.
Barbed Star Strike - 10 en, no cast time, 10 rchg - Deadly Arts
Skill. Throw a barbed shruiken at target foe, dealing 5..25 damage and causing bleeding for 3..9 seconds if it hits.
Between The Eyes - 15 en, 1/4 second cast time, 30 rechg - Deadly Arts
Elite Skill. Throw a shruiken which cannot be "blocked" or "evaded" which deals 5..25 dmg and which interrupts target foe's action. If that action was a Spell, target foe is Dazed for 3..9 seconds.
Skills like these would be a great reason to buy chapter 3.
Examples:
Star Strike - 5 en, no cast time, 5 rchg - Deadly Arts
Skill. Throw a shruiken at target foe dealing 5..25 damage if it hits.
Star Storm - 10 en, 3/4 second cast, 20 recharge - Deadly Arts
Skill. Throw shruiken at target foe and up to 3 foes adjacent to your target, dealing 5..25 damage if they hit. Only one shruiken will strike any one foe.
Poisoned Star Strike - 10 en, no cast time, 10 rchg - Deadly Arts
Skill. Throw a poisoned shruiken at target foe, dealing 5..25 damage and poisoning foe for 3..9 seconds if it hits.
Barbed Star Strike - 10 en, no cast time, 10 rchg - Deadly Arts
Skill. Throw a barbed shruiken at target foe, dealing 5..25 damage and causing bleeding for 3..9 seconds if it hits.
Between The Eyes - 15 en, 1/4 second cast time, 30 rechg - Deadly Arts
Elite Skill. Throw a shruiken which cannot be "blocked" or "evaded" which deals 5..25 dmg and which interrupts target foe's action. If that action was a Spell, target foe is Dazed for 3..9 seconds.
Skills like these would be a great reason to buy chapter 3.
DeanBB
This sounds more like a new profession than a change to assassins. Some type of short range missile weapon using class, throws axe, dagger and hammer?
- Throwing Hammer = most damage, slowest rate
- Throwing Axe = avg damage, slower rate
- Throwing Dagger = less damage, faster rate
- Medium armor since they are at medium range, perhaps base of 75 (less than warrior, more than ranger)
- Throwing Hammer = most damage, slowest rate
- Throwing Axe = avg damage, slower rate
- Throwing Dagger = less damage, faster rate
- Medium armor since they are at medium range, perhaps base of 75 (less than warrior, more than ranger)
Jetdoc
Would that be a "Carnie" or a "Psycho Homemaker" profession, Dean?
For the former, you could put in knives, bowling pins and flaming torches.
For the latter, you could put in Pots and Pans, China, etc...
For the former, you could put in knives, bowling pins and flaming torches.
For the latter, you could put in Pots and Pans, China, etc...
Nevin
Simply tie shurikens and throwing knives into the Deadly Arts attribute.
Janus_Zeal
/signed
I really like this idea and commented on it in another thread, though this wasn't the original topic.
I was thinking that you could give them throwing daggers and to keep it balanced, make it half range.
I really like this idea and commented on it in another thread, though this wasn't the original topic.
I was thinking that you could give them throwing daggers and to keep it balanced, make it half range.
Dauntless
Perhaps instead of coming up with a new attribute for shuriken mastery and adding new weapons and skills and such, why not cut out the middleman and simply create some new skills for the existing weapon. Assassins already have a skill or two that has them throwing their daggers at their foe. Why not just implement a few more ranged dagger skills that could be chained like the assassins melee skills?
The idea needs tweaking but it is a good idea imo.
/signed
The idea needs tweaking but it is a good idea imo.
/signed
prism2525
What's wrong if it would be a new attribute? I mean, no war takes axe, sword and hammer at once! One would just choose: low dmg rapid fire madness or good dmg slower melee (or any combination he might come up with).
Aera
I easily take out any warrior within 5 seconds with my assasin Execpt if he's got like 100 armor+dolyak signet + watch yourself or something...but who's using that in PvP ? :/
NatalieD
I would've been happier if they had throwing knives as a short-ranged weapon based on Deadly Arts, with a small set of actual attack skills instead of weird tacked-on dagger-throwing spells. (Wtf?) But I imagine it's too late to make that change.
I tend to think shuriken are severely played out, but they could've been an alternate skin for the throwing knives or something, I guess.
I tend to think shuriken are severely played out, but they could've been an alternate skin for the throwing knives or something, I guess.
dreamhunk
yes i love the idea not just stars would be good but range of different stuff like dartsetc.
Pillz_veritas
/unsigned
/unsigned
/unsigned
There is *no* reason for an assassin to have ranged weapons. If you give Assassins ranged weapons why not give warriors crossbows and delete the whole entire Ranger class while you are at it?
If they do implement this, I will never by another expansion pack again.
/unsigned
/unsigned
There is *no* reason for an assassin to have ranged weapons. If you give Assassins ranged weapons why not give warriors crossbows and delete the whole entire Ranger class while you are at it?
If they do implement this, I will never by another expansion pack again.
dreamhunk
Quote:
Originally Posted by Pillz_veritas
/unsigned
/unsigned /unsigned There is *no* reason for an assassin to have ranged weapons. If you give Assassins ranged weapons why not give warriors crossbows and delete the whole entire Ranger class while you are at it? If they do implement this, I will never by another expansion pack again. |
giving worrirs cross bows is good idea too.
Numa Pompilius
Ranged damage dealer & condition spreader = ranger.
/unsigned.
/unsigned.
Does-it-Matter
Quote:
Originally Posted by prism2525
What's wrong if it would be a new attribute?
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First, ANet has already stated that the only classes that will recieve updates from chapter to chapter are the core six (necro, monk, warrior, ranger, ele, mesmer). Everything else only gets what comes in THAT chapter. No updates skill-wise (besides balancing) later on.
Second, the instant Assassins get another attribute you will have hordes of people from all seven other classes going "Where's mine?"
Thirdly, Ranged Physical Weapons user? Subsitute an "r" for the "d" in Ranged.
My assassin uses a bow occasionally, and that's why I have a RANGER secondary.
--
Assassins are NOT meant to be DPS melee units, THAT is a Warrior. There is a reason that the Assassin has low armor and as soon as his combo is done, his damage output drops... Because at that point, you should be RUNNING AWAY from your current target as he (hopefully) has died.
Giving Assassins a Higher DPS is only encouraging people to play them as tanks. You should spend no more than 10 seconds on a target! Drop your combo, and leave. Otherwise you're playing a tank... and you wonder why monks hate us.
NatalieD
Quote:
Originally Posted by Numa Pompilius
Ranged damage dealer & condition spreader = ranger.
/unsigned. |
Dark Suoon
i think assassins need ranged and melee lol. personally they have weak armor so they should give a new thing to em
/signed
/signed
Does-it-Matter
Quote:
Originally Posted by Dark Suoon
i think assassins need ranged and melee lol. personally they have weak armor so they should give a new thing to em
/signed |
Yep, let's add more things to make the Ranger class worthless. We definately can't actually use a class as its intended. We want the KEWLness of the Assassin, but with Ranger skills, yeah!
Vahn Roi
Assassin's already have throwing daggers and needles (Deadly arts anyone?) and those have half the "normal" range, I think that's fair enough given the fact that the assassin is a melee class.
/notsigned
/notsigned
dreamhunk
Quote:
Originally Posted by Does-it-Matter
Oh, like say double-strikes, gaining energy on criticals, or... I don't know... teleporting?
Yep, let's add more things to make the Ranger class worthless. We definately can't actually use a class as its intended. We want the KEWLness of the Assassin, but with Ranger skills, yeah! |
CHUIU
Disagree. Assassins own too much already.
Vahn Roi
Quote:
Originally Posted by CHUIU
Disagree. Assassins own too much already.
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Rogmar
Quote:
Originally Posted by Arkantos
This is a good idea, but then ANet will need to make a new attribute and give them more skills, so people will start complaining about an imbalance.
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Quote:
Originally Posted by Does-it-Matter
Oh, like say double-strikes, gaining energy on criticals, or... I don't know... teleporting?
Yep, let's add more things to make the Ranger class worthless. We definately can't actually use a class as its intended. We want the KEWLness of the Assassin, but with Ranger skills, yeah! |
And Rangers are further shafted because Ritualists can use rituals that only affect their team positively (opposed to each player)
These daggers aren't for damage as much as being able to spec into another attribute such as Deadly/Shadow Arts while HAVING to use close range daggers.
This is the same reason why they added Smite offhands and why they should add Expertise/BM/WS weapons/staves/whatever...
Curse You
My simple thoughts:
Assassins are a melee class. They are intended to preform "hit-and-run" attacks on single targets. Assassins can deal over +200 damage (from skill chains) if you use the right skills. They have poison, bleeding, deep wound, dazed, crippled, (weakness?), and even knockdowns. They are NOT tanks, they have no good self healing moves, or any major damage prevention moves.
Put simply, learn how to use an assassin and you will find that they are already powerful (maybe too much) for attacking all professions in some way.
Also, if you're wondering about the role of warriors. They are tanks; they stand, walk, or run while taking massive damage that no other class can take. They have the highest armor of all professions, and many moves that can increase their already high armor. They do NOT deal large damage (contrary to what many people think) and are only able to deal "base damage" for the other professions to then use to kill the target (note the main ability of warriors to cause conditions that decrease the target's heal, counter regen, and weaken the attacks of the target.)
Assassins are a melee class. They are intended to preform "hit-and-run" attacks on single targets. Assassins can deal over +200 damage (from skill chains) if you use the right skills. They have poison, bleeding, deep wound, dazed, crippled, (weakness?), and even knockdowns. They are NOT tanks, they have no good self healing moves, or any major damage prevention moves.
Put simply, learn how to use an assassin and you will find that they are already powerful (maybe too much) for attacking all professions in some way.
Also, if you're wondering about the role of warriors. They are tanks; they stand, walk, or run while taking massive damage that no other class can take. They have the highest armor of all professions, and many moves that can increase their already high armor. They do NOT deal large damage (contrary to what many people think) and are only able to deal "base damage" for the other professions to then use to kill the target (note the main ability of warriors to cause conditions that decrease the target's heal, counter regen, and weaken the attacks of the target.)
BahamutKaiser
Assassin can already use Bow just fine, actually, they probably do more DPS then Ranger with bow, since they have increased critical hits, and gain energy back from criticals rather than saving energy on skills, Damage+energy managment is more effective, at least for the attack skills.
Assassins also have a few "Dagger" throwing moves, like Dance of Daggers, using your energy for spell type attacks actually works...... not well enough for my tastes, but it doesn't suck..... that bad.
Assassins are ment to teleport in and out of combat, making up for their lack of armor by aleviating the time and damage taken advancing or retreating from combat. But Assassin needs the ability to move in and out of combat frequently in order to make up for their lack of armor.... and using massive amounts of energy reduces the energy they can use on skills.....Warrior can use teleports more efficiently then Assassin, his Attacks are adrenaline based......
I believe the resounding flaw with Assassin is the weakness of his teleports. His most unique and defining capability is barely useable, it isn't good enough to compensate for his lack of defense, with high costs, or high recasts, or elite use..... Your talking about massive penalties for something Assassin needs to use regularly to compete.
I don't think Assassin needs a ranged weapon, I can get one from Ranger secondary, and use critical strikes with Marksmenship and Wilderness survival to gain safe and effective attacks as well as more efficient healing skills.
I could understand a 45 second recharge on an advancing teleport which blinds all enemies adjacent to targeted enemy, I could understand an elite teleport which cost 5 energy and one maintenance to advance and retreat every 15 seconds, I could understand teleporting to a random location with a defensive heal every 5 seconds, but what we have now is crap, can't use it enough, cost too much, and using an elite just to move in and out..... at that cost, Anet must seriously want Assassins to stay in Factions, that's what I forsee at least.
Assassin needs effective teleports in order to move in and out of combat to compensate for the natural advantages of armor on Warrior or attack distance on Ranger, not barely useable, expensive, elite teleports, it isn't enough to compete. I thought Elementist had problems, til I realized they had Assassins to instantly fry on the melee line. Unless something is done, I really do think Assassins will stay in chapter 2, and the first good melee alternative will mark Assassins extinction.
I can put 200+ damage on one target, plus blind and weakness from full range with elementist, requiring successful skill combinations, at melee range....... and less healing support........ Please tell me that wasn't justification for Assassins damage Curse You (person named). With those kind of difficulties I should have cheap teleports and better damage to compete with. Assassin doesn't deal any better conditions then Ranger, and his skills not only cost energy just like Ranger skills, but he has to either march up, or spend energy and skill slots on teleports to reach the enemy, use twice as much healing to keep himself alive wile fighting on the front line, and successfully put skills together in chains not just to deal damage, but to even be able to continue with the rest of his attacks....... And Guess what!, 200+ damage isn't even a unknown damage figure for Warrior, using both hands to attack with a hammer just the same as Assassin with both hands occupied with daggers, I've seen warriors put out damage well near 100 in one hit, 2 or 3 skills by a Warrior, including several knockdowns and not including strenuous skill combination in order to execute skills easily matches Assassin for damage in a short period of time.
But an Assassin can use 4 skills in a row under certain circumstances, if none of the attacks arn't prevented by a chance evasion, blindness, or some other defense skill, can deal AS MUCH damage as anyone else.... doesn't impress me, honestly it doesn't, not even for a second.
Assassins also have a few "Dagger" throwing moves, like Dance of Daggers, using your energy for spell type attacks actually works...... not well enough for my tastes, but it doesn't suck..... that bad.
Assassins are ment to teleport in and out of combat, making up for their lack of armor by aleviating the time and damage taken advancing or retreating from combat. But Assassin needs the ability to move in and out of combat frequently in order to make up for their lack of armor.... and using massive amounts of energy reduces the energy they can use on skills.....Warrior can use teleports more efficiently then Assassin, his Attacks are adrenaline based......
I believe the resounding flaw with Assassin is the weakness of his teleports. His most unique and defining capability is barely useable, it isn't good enough to compensate for his lack of defense, with high costs, or high recasts, or elite use..... Your talking about massive penalties for something Assassin needs to use regularly to compete.
I don't think Assassin needs a ranged weapon, I can get one from Ranger secondary, and use critical strikes with Marksmenship and Wilderness survival to gain safe and effective attacks as well as more efficient healing skills.
I could understand a 45 second recharge on an advancing teleport which blinds all enemies adjacent to targeted enemy, I could understand an elite teleport which cost 5 energy and one maintenance to advance and retreat every 15 seconds, I could understand teleporting to a random location with a defensive heal every 5 seconds, but what we have now is crap, can't use it enough, cost too much, and using an elite just to move in and out..... at that cost, Anet must seriously want Assassins to stay in Factions, that's what I forsee at least.
Assassin needs effective teleports in order to move in and out of combat to compensate for the natural advantages of armor on Warrior or attack distance on Ranger, not barely useable, expensive, elite teleports, it isn't enough to compete. I thought Elementist had problems, til I realized they had Assassins to instantly fry on the melee line. Unless something is done, I really do think Assassins will stay in chapter 2, and the first good melee alternative will mark Assassins extinction.
I can put 200+ damage on one target, plus blind and weakness from full range with elementist, requiring successful skill combinations, at melee range....... and less healing support........ Please tell me that wasn't justification for Assassins damage Curse You (person named). With those kind of difficulties I should have cheap teleports and better damage to compete with. Assassin doesn't deal any better conditions then Ranger, and his skills not only cost energy just like Ranger skills, but he has to either march up, or spend energy and skill slots on teleports to reach the enemy, use twice as much healing to keep himself alive wile fighting on the front line, and successfully put skills together in chains not just to deal damage, but to even be able to continue with the rest of his attacks....... And Guess what!, 200+ damage isn't even a unknown damage figure for Warrior, using both hands to attack with a hammer just the same as Assassin with both hands occupied with daggers, I've seen warriors put out damage well near 100 in one hit, 2 or 3 skills by a Warrior, including several knockdowns and not including strenuous skill combination in order to execute skills easily matches Assassin for damage in a short period of time.
But an Assassin can use 4 skills in a row under certain circumstances, if none of the attacks arn't prevented by a chance evasion, blindness, or some other defense skill, can deal AS MUCH damage as anyone else.... doesn't impress me, honestly it doesn't, not even for a second.
ubermancer
Quote:
Originally Posted by NatalieD
I would've been happier if they had throwing knives as a short-ranged weapon based on Deadly Arts, with a small set of actual attack skills instead of weird tacked-on dagger-throwing spells. (Wtf?) But I imagine it's too late to make that change.
I tend to think shuriken are severely played out, but they could've been an alternate skin for the throwing knives or something, I guess. |
In the same since that a boomerang itself is a ranged attacker.
Curse You
Bahamut, you obviously didn't look closelt enough at my comment. I say +200 damage, not 200+ damage. That means that the 200 is added to the regular damage from the dagger attacks (and critical strikes), which can easily add up to 300+ damage in about 10 seconds. I have killed MANY warriors who think they wont be taken down by a "weak" assassin. I showed them, dead in about 15 seconds, and then I moved on to a new target.
Also, anyone notice that assassins have the SAME armor level as rangers? That would probably mean that they can take a similar amount of pummeling. Now last time I checked, many people use various ranger builds that use melee weapons (hammer/pet rangers) and they seem to do ok at that. I'm not saying that assassins can tank, but I am saying they are better protected than most casters and are therefore better suited for melee.
About the assassins having attacks that cost energy and nesscisary skills that also use energy, ever notice that assassins have 4 pips of regen? No other physical damage class has this. I sometimes have problems with energy being gone in seconds, but you can regain that energy in a very short time. Aslo, there are several skills that allow you to gain more energy per hit.
Oh and about the topic of assassins having ranged weapons, no, just, no. Rangers are for ranged attacks, warriors are for melee attacks, and assassins wander around in between, being somewhat ranged melee attackers that can move really fast.
/not signed (seriously, make a ranger)
Also, anyone notice that assassins have the SAME armor level as rangers? That would probably mean that they can take a similar amount of pummeling. Now last time I checked, many people use various ranger builds that use melee weapons (hammer/pet rangers) and they seem to do ok at that. I'm not saying that assassins can tank, but I am saying they are better protected than most casters and are therefore better suited for melee.
About the assassins having attacks that cost energy and nesscisary skills that also use energy, ever notice that assassins have 4 pips of regen? No other physical damage class has this. I sometimes have problems with energy being gone in seconds, but you can regain that energy in a very short time. Aslo, there are several skills that allow you to gain more energy per hit.
Oh and about the topic of assassins having ranged weapons, no, just, no. Rangers are for ranged attacks, warriors are for melee attacks, and assassins wander around in between, being somewhat ranged melee attackers that can move really fast.
/not signed (seriously, make a ranger)
Janus_Zeal
Quote:
Originally Posted by Curse You
Also, anyone notice that assassins have the SAME armor level as rangers?
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Quote:
Originally Posted by Curse You
Oh and about the topic of assassins having ranged weapons, no, just, no. Rangers are for ranged attacks, warriors are for melee attacks, and assassins wander around in between, being somewhat ranged melee attackers that can move really fast.
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twicky_kid
Sins do not need ranged weapons. What they need is the half range restriction removed from their skills. What's the point of using a skill with that kind of range if I can take a few more steps and be in melee range. That's just dumb.
Its another reason why a lot of those skills go unused.
Its another reason why a lot of those skills go unused.