Originally Posted by Volarian
It would increase dmg + arm pent the higher you pump it up. Assassins don't miss so this ATT would help in dmg dealing or possibly increasing the probability of a critical hit<--since that is what they're meant to do.
|
Ideas for the New Assassin Profession
judge1121
Quote:
Nefertem
I'll make sure this thread ends up on the Alpha forums
Symeon
I don't like the idea of invisibility on a game such as Guild Wars.
For an assasin-type class, firstly I think dual-wielding almost goes hand in hand with it and must be looked at.
Secondly, putting in skills that won't cause unbalance will be difficult. Invisibility certainly would cause a lot of issues, but things like sneaking, or moving really fast, backstabs, etc., would be ok.
But I think the class needs something more too - Just being a stereotypical assassin who is able to sneak and kill and stab etc. is really not enough compared to the other professions on GW. He needs more than one weapon to choose from, and he needs skills other than just those under the label 'assassination'. I think the assassin class will be very hard to develop and they must bring in a lot of ideas if they are to make a good profession.
For an assasin-type class, firstly I think dual-wielding almost goes hand in hand with it and must be looked at.
Secondly, putting in skills that won't cause unbalance will be difficult. Invisibility certainly would cause a lot of issues, but things like sneaking, or moving really fast, backstabs, etc., would be ok.
But I think the class needs something more too - Just being a stereotypical assassin who is able to sneak and kill and stab etc. is really not enough compared to the other professions on GW. He needs more than one weapon to choose from, and he needs skills other than just those under the label 'assassination'. I think the assassin class will be very hard to develop and they must bring in a lot of ideas if they are to make a good profession.
Mesmerized
Exactly Symeon, like Alex said, think outside the box.. so I'm looking at all the skill lists for characters, seeing what skills they have, how they pertain to their class, and then trying to see how an Assassin could work.
EX: Offering of Blood, its necrotic, with the health sacrifice, but it helps energy regen like healing.
So maybe there could be an Assassin skill like..
Cover of Darkness
Nature Ritual type, terrain altering
15e, 60s recharge
For (5-15) seconds, you and your allies can travel under the cover of darkness, lowering the chance that enemies can engage you by (50-75%).
EX: Offering of Blood, its necrotic, with the health sacrifice, but it helps energy regen like healing.
So maybe there could be an Assassin skill like..
Cover of Darkness
Nature Ritual type, terrain altering
15e, 60s recharge
For (5-15) seconds, you and your allies can travel under the cover of darkness, lowering the chance that enemies can engage you by (50-75%).
Fermat
It's a well-known fact stealth isn't a good idea in games like this, since it's pretty easy to make mods to decloak.
That said, I like the idea of armour that changes colour with the settings. Maybe 15k/FoW armour could have this attribute, w/o actually affecting the gameplay?
That said, I like the idea of armour that changes colour with the settings. Maybe 15k/FoW armour could have this attribute, w/o actually affecting the gameplay?
Eldrig
i think that the assassins primary attribute (that youhave to be a primary assassin to have) should be
Spell Resistance: For every point of spell resistance you have a .66 percent chance to completely resiste spells cast on you.
this attribute would have very few linked skills, so that maxing it out to get the 10% chance of spell resist(with 15 points, im assuming there will be no help of spell resist) would seriously decrease an assasins other potentials.
im just thinking that a class that nukers and pyromancers will be less effective against suits the assassin style...
also, if assassins use katars just like in diablo 2, i'll be pissed. look at that that picture again.. those aren't claws, they're throwing knives.
i think we're looking at a knife mastery skill set that involves both melee and ranged skills. that would be sweet.
i think if there were stealth in guild wars, it would have purely strategic value, so even if you modded the game so you could see a stealthed assassin, you wouldn't be able to target it while it was stealthed...
ooh! i just got a downright evil idea... this would serve almost no purpose in PvE, but what if there were an elite skill that made you apear to be a different class! includeing that tag in front of you name. this would only last 20 seconds or until you used another skill. im not sure that's a good idea, but that would be sick!
Spell Resistance: For every point of spell resistance you have a .66 percent chance to completely resiste spells cast on you.
this attribute would have very few linked skills, so that maxing it out to get the 10% chance of spell resist(with 15 points, im assuming there will be no help of spell resist) would seriously decrease an assasins other potentials.
im just thinking that a class that nukers and pyromancers will be less effective against suits the assassin style...
also, if assassins use katars just like in diablo 2, i'll be pissed. look at that that picture again.. those aren't claws, they're throwing knives.
i think we're looking at a knife mastery skill set that involves both melee and ranged skills. that would be sweet.
Quote:
Originally Posted by Fermat
It's a well-known fact stealth isn't a good idea in games like this, since it's pretty easy to make mods to decloak.
|
ooh! i just got a downright evil idea... this would serve almost no purpose in PvE, but what if there were an elite skill that made you apear to be a different class! includeing that tag in front of you name. this would only last 20 seconds or until you used another skill. im not sure that's a good idea, but that would be sick!
Symeon
I was thinking of some kind of 'trickery' attribute, to substitute for not having invisibility. You could use certain skills that make your enemy see you doing weird things, like going one way when you go to the other, and attacking someone when they're actually attacking someone else.
Also, yes, perhaps some kind of 'dark' or 'shadowy' skills similar to necro. You could use a skill like 'Cut Vein' which would sacrifice health in exchange for the release of conditions.
Or even, they could put hexes on enemies, such as making them scared of you and not being able to move, or receiving a new condition called 'fright'. I thought the assassin could also be able to do various things with his weapon such as poison, bleed, blind etc.
One final idea, he could have throwing darts that could paralyse the enemy, blind them, or perhaps even inflict deadly hexes.
Also, yes, perhaps some kind of 'dark' or 'shadowy' skills similar to necro. You could use a skill like 'Cut Vein' which would sacrifice health in exchange for the release of conditions.
Or even, they could put hexes on enemies, such as making them scared of you and not being able to move, or receiving a new condition called 'fright'. I thought the assassin could also be able to do various things with his weapon such as poison, bleed, blind etc.
One final idea, he could have throwing darts that could paralyse the enemy, blind them, or perhaps even inflict deadly hexes.
Mesmerized
Yeah thats true, it would be easier just to encorporate a Knife Mastery, and then you could combine those two skill attribute likes I came up with earlier. It would be much more diverse (and bamf) if you could blind and backstab one foe, smoke bomb a group of rangers shooting at you, and then throwing off a poisoned or barbed (bleeding) throwing knife at another enemy, or a group of enemies with an elite Shuriken Barrage that acts just like Barrage, but with poison tipped barbed darts to cause massive havoc.
Eldrig
im thinking there could be 2 main weapon types for assasins
daggers, and throwing knives. all throwing and melee skills workwith both, the main difference is the plain attack. with daggers it would be a melee attack, and with throwing knives it would be a ranged attack.
there should be "infinite ammo" for both types of knives, since rangers have infinate arrows.
daggers, and throwing knives. all throwing and melee skills workwith both, the main difference is the plain attack. with daggers it would be a melee attack, and with throwing knives it would be a ranged attack.
there should be "infinite ammo" for both types of knives, since rangers have infinate arrows.
Volarian
Quote:
wouldnt that be the same as strength and i would prefer a natural dodge. |
Later on I discussed the "dodging" or evasive characteristics
I get what you're saying and agree but that's why I added more to the description so that it was clearly separated from Warriors Strength.
Marus Varrus
The dual wield could be set easily so it wouldnt affact game balence. Make the dual wield weapons light in nature short swords (slow attack speed higher damage per strike), daggers(faster base attck speed lower damge output) that would have the combined base max the same as swords are now. High end min- limited max. The advantage of added damage and what not would been in one skill line, this would let every class pick it as a option without unbalanceing the damage matrix
elavro
this is my idea of the stealth(if it will be in the game)
name:stealth ( well dont name it like this)
cast time:0sec
mana:10
cooldown:10 sec
when stealth is on, your first blow will deal x %dmg(higher with your attribute), butt you have 7 hp degen(this would be picked by your lvl) and 5 mana degen while in stealth. Stealth can only be used by x assassins in 1 party,
name:stealth ( well dont name it like this)
cast time:0sec
mana:10
cooldown:10 sec
when stealth is on, your first blow will deal x %dmg(higher with your attribute), butt you have 7 hp degen(this would be picked by your lvl) and 5 mana degen while in stealth. Stealth can only be used by x assassins in 1 party,
Xue Yi Liang
Multiply : creates a complete illusion duplicate of yourself (without health or abilities).
In PvP an opponent who is in the habit of just "targeting and attacking" the nearest person would probably end up wasting his first attack on the illusion. The illusion looks exactly like the caster and moves like him/her but doesn't absorb or inflict damage. In fact, one can walk right through it. It's just there to confound the enemy's ability to target.
In PvE - the enemy's attacks are divided.
Perhaps higher levels can grant more than one illusion.
----
Disguise: Temporarily changes the Assassin's primary profession in name only. In PvP he can appear as a monk or a warrior etc. Perhaps the disguise is broken if he uses an Assassin skill. e.g. if his secondary profession is a monk his disguise is maintained as long as he only uses monk skills. (I'm not sure how the Disguise skill would work for a player who has Assassin as a secondary class).
In PvP this confounds the enemy.
In PvE ... I'm not sure yet. Let me think about it.
----
As with the Ranger and Warrior, the Assassin will have interrupting attacks ... probably better ones, though. The assassin has both ranged and melee attacks (albiet weaker than the bow or warrior weapons) -which are better for interrupt skills, disarming skills, hamstring skills, bleeding skills etc.
staves and blunt assassin weapons may have interrupt and disarming bonuses while blades and assassin hooks can have bleeding or hamstring bonuses.
------
The assassin's natural vulnerability may be against the undead (which makes sense if you think about it) since most of their skills (eg. deception skills, bleeding conditions. poisons etc. ) are most effective against the living.
-------
Primary Assassin attribute increases the ability to avoid ranger traps, decreases the size of their aggro circle etc...
In PvP an opponent who is in the habit of just "targeting and attacking" the nearest person would probably end up wasting his first attack on the illusion. The illusion looks exactly like the caster and moves like him/her but doesn't absorb or inflict damage. In fact, one can walk right through it. It's just there to confound the enemy's ability to target.
In PvE - the enemy's attacks are divided.
Perhaps higher levels can grant more than one illusion.
----
Disguise: Temporarily changes the Assassin's primary profession in name only. In PvP he can appear as a monk or a warrior etc. Perhaps the disguise is broken if he uses an Assassin skill. e.g. if his secondary profession is a monk his disguise is maintained as long as he only uses monk skills. (I'm not sure how the Disguise skill would work for a player who has Assassin as a secondary class).
In PvP this confounds the enemy.
In PvE ... I'm not sure yet. Let me think about it.
----
As with the Ranger and Warrior, the Assassin will have interrupting attacks ... probably better ones, though. The assassin has both ranged and melee attacks (albiet weaker than the bow or warrior weapons) -which are better for interrupt skills, disarming skills, hamstring skills, bleeding skills etc.
staves and blunt assassin weapons may have interrupt and disarming bonuses while blades and assassin hooks can have bleeding or hamstring bonuses.
------
The assassin's natural vulnerability may be against the undead (which makes sense if you think about it) since most of their skills (eg. deception skills, bleeding conditions. poisons etc. ) are most effective against the living.
-------
Primary Assassin attribute increases the ability to avoid ranger traps, decreases the size of their aggro circle etc...
Eldrig
Quote:
Originally Posted by Marus Varrus
The dual wield could be set easily so it wouldnt affact game balence. Make the dual wield weapons light in nature short swords (slow attack speed higher damage per strike), daggers(faster base attck speed lower damge output) that would have the combined base max the same as swords are now. High end min- limited max. The advantage of added damage and what not would been in one skill line, this would let every class pick it as a option without unbalanceing the damage matrix
|
in order to make dual wielding not affect game balance, i think that using each weapon would have to comprise one attack.
Aera Lure
Nice. Some good ideas here. I'll only add for the moment generally aggro management and speed, possibly, as a potential line or two of related skill sets. Some of the ideas here address aggro management in terms of stealth and invisibility, which might cover it. I'm thinking additionally manipulation of the aggro circles for either yourself or the entire party, pulling or taunting a target out of a mob to come over to the area you desire, dropping the aggro chase state when you attempt to flee and these sorts of things. For speed, not just movement, but recovery, weapon speed, and/or skill speed, slow or fast, ally or foe.
Duel wielding of course raises a potential parry use and I am not sure if that's been mentioned.
All within the realm of gameplay balance, of course.
Duel wielding of course raises a potential parry use and I am not sure if that's been mentioned.
All within the realm of gameplay balance, of course.
Xue Yi Liang
one of the assassin's weapons is a staff.
this means a Monk/Assassin can use a monk's staff as an effective melee weapon, too (disarm skills, interrupting attacks).
.... or maybe Assassins are versatile enough so that, in addition to Assassin weapons, they can use certain caster weapons (rods, cesta etc.) as well as swords, axes and hammers for melee attacks.
this means a Monk/Assassin can use a monk's staff as an effective melee weapon, too (disarm skills, interrupting attacks).
.... or maybe Assassins are versatile enough so that, in addition to Assassin weapons, they can use certain caster weapons (rods, cesta etc.) as well as swords, axes and hammers for melee attacks.
Eldrig
actually, the idea of an assassin being a "jack of all trades" and having skills that work with many different weapons would be really cool. a realistic but fairly original take on the rpg assassin.
Eet GnomeSmasher
Critical Strike
Stab for 25%...33% more damage but take double damage for 3...1 second while using this attack.
Silent Cut
Slice target dealing no damage, after 10....5 seconds target takes 80....50 damage. (A non conditional non stackable invisible bleed-type)
Eet's False Hope
Apply a deadly hallucinogen to your weapon. Target gains 40 health for 5 seconds but takes 80 damage after effect wears off.
Stab for 25%...33% more damage but take double damage for 3...1 second while using this attack.
Silent Cut
Slice target dealing no damage, after 10....5 seconds target takes 80....50 damage. (A non conditional non stackable invisible bleed-type)
Eet's False Hope
Apply a deadly hallucinogen to your weapon. Target gains 40 health for 5 seconds but takes 80 damage after effect wears off.
Xue Yi Liang
Another pair of skill ideas:
Malicious Doppleganger: Caster temporarily becomes a carbon-copy of the targeted foe with same effective weapons, armor (which can't be un-equipped) and skillbar. Health and energy, however, aren't changed. This skill has a pretty significant initial energy cost and costs 1pip of energy to maintain. As long as it is maintained - the skillbar is replaced with the enemy's skillbar (so the caster "loses" their other skills as long as the enchantment is maintained). This can be used on monsters and other non-humans (bosses?).
For example, this skill can be used in PvP to become a monk (using the opponent's monk as a template) if more healing is needed or become a mesmer, or warrior as the situation requires.
The caster could benefit from energy support and buffering from teammates to maintain the enchantment.
Benevolent Doppleganger: like Malicious Doppleganger but targets an ally instead.
Malicious Doppleganger: Caster temporarily becomes a carbon-copy of the targeted foe with same effective weapons, armor (which can't be un-equipped) and skillbar. Health and energy, however, aren't changed. This skill has a pretty significant initial energy cost and costs 1pip of energy to maintain. As long as it is maintained - the skillbar is replaced with the enemy's skillbar (so the caster "loses" their other skills as long as the enchantment is maintained). This can be used on monsters and other non-humans (bosses?).
For example, this skill can be used in PvP to become a monk (using the opponent's monk as a template) if more healing is needed or become a mesmer, or warrior as the situation requires.
The caster could benefit from energy support and buffering from teammates to maintain the enchantment.
Benevolent Doppleganger: like Malicious Doppleganger but targets an ally instead.
Guardian of the Light
Quote:
Originally Posted by Xue Yi Liang
Another pair of skill ideas:
Malicious Doppleganger: Caster temporarily becomes a carbon-copy of the targeted foe with same effective weapons, armor (which can't be un-equipped) and skillbar. Health and energy, however, aren't changed. This skill has a pretty significant initial energy cost and costs 1pip of energy to maintain. As long as it is maintained - the skillbar is replaced with the enemy's skillbar (so the caster "loses" their other skills as long as the enchantment is maintained). This can be used on monsters and other non-humans (bosses?). For example, this skill can be used in PvP to become a monk (using the opponent's monk as a template) if more healing is needed or become a mesmer, or warrior as the situation requires. The caster could benefit from energy support and buffering from teammates to maintain the enchantment. Benevolent Doppleganger: like Malicious Doppleganger but targets an ally instead. |
Definitely this Profession needs Duel-Weilding I like the idea of making Duel-Weild an elite which you need to equip to have 2 weapons would be good at countering some cheap conbinations like IW+DW.
I also came up with this.
Awaken Hidden Power
Casting Time: 10
Energy Cost: 10
Recharge: 25
Stance For 4-12 seconds, You attack 25% faster and do 10% more Damage. While Casting this skill all "cloaks" end and you are easily intrupted
Would be hard to pull off because easy to counter but if you can hide near your target and attack him quick you would be rewarded.
Assianin's Stance
Casting Time: Instant
Energy Cost: 10-15
Recharge: 15-25
Stance Your "Cloaks" are ready 50% faster and last 15-25% longer.
Just like practiced stance only with cloaks May want to make that Elite.
Quote:
Originally Posted by Alex Weekes
Some good ideas here, makes for interesting reading . I'd like to encourage everyone to think a little outside-the-box ... we're talking about C2 here, so that means you are not necessarily limited to existing game mechanics for suggesting ideas.
How inventive are you? Keep in mind, however, that the Assassin will be just like the existing Professions in that skills and attributes should have a use for both PvE and PvP. |
Trojan Human {E}
Energy Upkeep: 1
Energy Cost: 10
Casting Time: 5
Recharge: 25
Enchantment You disappear from the map and can't be targeted by all sources and can't attack, move, or use skills. Target Other Ally is enchanted with this. When Trojan Human ends you appear on the map Ajcent to the ally enchanted with this spell. If Ally Enchanted with this dies you appear in the location that he/she died. While Casting this Skill you are easily intrupted
In short you hide in an ally's armor and pop and and attack. Might be a bit buggy to work with.
Xue Yi Liang
Just as monks are the bane of necromancers (e.g. Scourge Sacrifice) - the Assassin is the bane of Warriors. They will have skills that reflect this - such as disarm/blinding attacks, etc.
In addition:
Mute: temporarily disables targeted foe's "Shouts." (*cough* IWAY *cough*)
Cone of Silence: like Mute but works over an area.
In addition:
Mute: temporarily disables targeted foe's "Shouts." (*cough* IWAY *cough*)
Cone of Silence: like Mute but works over an area.
Mordakai
Quote:
Originally Posted by Xue Yi Liang
Another pair of skill ideas:
Malicious Doppleganger: Caster temporarily becomes a carbon-copy of the targeted foe with same effective weapons, armor (which can't be un-equipped) and skillbar. Health and energy, however, aren't changed. This skill has a pretty significant initial energy cost and costs 1pip of energy to maintain. As long as it is maintained - the skillbar is replaced with the enemy's skillbar (so the caster "loses" their other skills as long as the enchantment is maintained). This can be used on monsters and other non-humans (bosses?). For example, this skill can be used in PvP to become a monk (using the opponent's monk as a template) if more healing is needed or become a mesmer, or warrior as the situation requires. The caster could benefit from energy support and buffering from teammates to maintain the enchantment. Benevolent Doppleganger: like Malicious Doppleganger but targets an ally instead. |
Roza
Xue Yi Liang, are you from that 3 kingdoms guild? Good ideas in any case. Having a shadow/double of yourself acing as an illusion, maybe coppying all your actions is a very nice one.
The assassin should be all about using skills. Many skills, often (not adrenaline, I think), not attacking all the time with some skills thrown in. So most skills would need to be cheap.
I think assasins should not be tanks (even less than rangers). 60 armour would be plenty. And no heavy stancing. They should not be able to out-tank a war normally. It would be nice if they had parries and counterblows instead. Such as an a skill that would turn the damage done to you to the attacker instead. Some form of invisibility sounds good (from the radar too, and target selector too, of course).
The Assassin, I think should have have powerful quick offensives with a lot of options in terms of inflicted conditions (poison, daze, bleeding, deep wound, blind, maybe even something like 'stun' or 'confuse') and not great on defense. Instead of trying to out-tank a tank, it should be a character running away after a failed attack often, or dissappearing into the shadows. A short range, cripple ignoring very fast run skill might be a good idea for that.
The assassin could also have some special, animated moves (a bit like martial arts), doing weird things with their targets, such as 'spin foe', turning that foe around and causing a delay in whatever he/she was doing. Of a skll that flips positions. Advantages when attacking from behind etc are pretty obvious. Disarm sounds like a nice idea. Skills that interupt the constant cycling of C or Tab targeting and force you to actually look at the map sound good to me. The assassin could also have some sort of concentration skill that would allow for quick offensive bursts.
Easy switches for melee to range (with a throw dagger skill, for example) sound good. Mostly, though, I hope this profession will be a sleek, fast melee-fighter that relies on intelligent melee combinations and not on tanking-bashing only. Maybe that is why I play a ranger/warrrior.
The assassin should be all about using skills. Many skills, often (not adrenaline, I think), not attacking all the time with some skills thrown in. So most skills would need to be cheap.
I think assasins should not be tanks (even less than rangers). 60 armour would be plenty. And no heavy stancing. They should not be able to out-tank a war normally. It would be nice if they had parries and counterblows instead. Such as an a skill that would turn the damage done to you to the attacker instead. Some form of invisibility sounds good (from the radar too, and target selector too, of course).
The Assassin, I think should have have powerful quick offensives with a lot of options in terms of inflicted conditions (poison, daze, bleeding, deep wound, blind, maybe even something like 'stun' or 'confuse') and not great on defense. Instead of trying to out-tank a tank, it should be a character running away after a failed attack often, or dissappearing into the shadows. A short range, cripple ignoring very fast run skill might be a good idea for that.
The assassin could also have some special, animated moves (a bit like martial arts), doing weird things with their targets, such as 'spin foe', turning that foe around and causing a delay in whatever he/she was doing. Of a skll that flips positions. Advantages when attacking from behind etc are pretty obvious. Disarm sounds like a nice idea. Skills that interupt the constant cycling of C or Tab targeting and force you to actually look at the map sound good to me. The assassin could also have some sort of concentration skill that would allow for quick offensive bursts.
Easy switches for melee to range (with a throw dagger skill, for example) sound good. Mostly, though, I hope this profession will be a sleek, fast melee-fighter that relies on intelligent melee combinations and not on tanking-bashing only. Maybe that is why I play a ranger/warrrior.
Guardian of the Light
O ya any time I mention "Cloak" its something to do with being "invisible" and being hard to hit kind of things
Xue Yi Liang
Nerve Strike: breaks the target warrior's stance and resets adrenalin to zero.
Guardian of the Light
O I just came up with a good idea I have to post it.
Ranged switch
Casting time:3
Energy Cost: 10
You attacks do 20-10% less and you can attack at range (like switch stabing knifes to throwing knifes). Only Assianin related weapons are affected by this. After casting this Ranged Switch is Replaced by Melee Switch.
Melee Switch
Same as Ranged Switch only changes back to melee.
How out of the Box is That
Ranged switch
Casting time:3
Energy Cost: 10
You attacks do 20-10% less and you can attack at range (like switch stabing knifes to throwing knifes). Only Assianin related weapons are affected by this. After casting this Ranged Switch is Replaced by Melee Switch.
Melee Switch
Same as Ranged Switch only changes back to melee.
How out of the Box is That
BrandonIT
Quote:
Originally Posted by Roza
I think assasins should not be tanks (even less than rangers). 60 armour would be plenty.
|
Quote:
Originally Posted by Roza
Some form of invisibility sounds good (from the radar too, and target selector too, of course).
|
However, cloaking from the target selector is pretty much invulnerability. If I can't target you, I can't hit you with anything, spell or weapon, at ALL.
This is the same as the Wurms (Sand, Ice, whatever) that annoy the absolute heck out of me, always popping up, knocking everyone down, attack once or twice, then go back down and you can't do ANYTHING until they pop-up again. I have to say I don't think a player-character should have this ability.
Quote:
Originally Posted by Roza
The Assassin, I think should have have powerful quick offensives with a lot of options in terms of inflicted conditions (poison, daze, bleeding, deep wound, blind, maybe even something like 'stun' or 'confuse') and not great on defense. Instead of trying to out-tank a tank, it should be a character running away after a failed attack often, or dissappearing into the shadows. A short range, cripple ignoring very fast run skill might be a good idea for that.
|
Mimi Miyagi
Well, I've posted my thoughts in several other forum threads, I'll repeat myself here.
The Class should be huge in poison, back stabbing, lay/detect/disarm traps, perhaps opening chests without a key, some self healing, faster recovery from blind, bleeding, poison resistance, poor armor, both ranged (via spell) and melee attack (via dual or single swords). When using a single weapon, you gain a shield type bonus due to your ability to use your weapon to block attacks, with dual weapons, you lose the bonus but gain faster attacks. Can blind or incapacitate opponents at range, apply poison to self or team mate's weapons, cure poison, create poisonous traps, heal poison for self or party.
Suggested attribute sections:
Shadow Arts (overall primary attribute skill tree, no inherent skills, more points = boosts other skill sets, especially Apothecary.
Apothecary For better effectiveness of poison application and cures. Boosts self healing as well.
Conjurer Boosts spell effects (ranged attacks similar to stone daggers, fireball, blinding flash, knockdowns, etc)
Weapons More points lowers penalties for dual weapon equipping, faster attack rates, more effective melee attacks, skills associated with this are more effective.
Traps More effective traps, better detection range, greater chance of disarming, etc.
Thus, an assasin can decide to specialize in certain areas, a dual wielding with some attribs in poison, or simply a spell caster for damage, or a traps player. Makes for more variety of builds.
Just some thoughts.
The Class should be huge in poison, back stabbing, lay/detect/disarm traps, perhaps opening chests without a key, some self healing, faster recovery from blind, bleeding, poison resistance, poor armor, both ranged (via spell) and melee attack (via dual or single swords). When using a single weapon, you gain a shield type bonus due to your ability to use your weapon to block attacks, with dual weapons, you lose the bonus but gain faster attacks. Can blind or incapacitate opponents at range, apply poison to self or team mate's weapons, cure poison, create poisonous traps, heal poison for self or party.
Suggested attribute sections:
Shadow Arts (overall primary attribute skill tree, no inherent skills, more points = boosts other skill sets, especially Apothecary.
Apothecary For better effectiveness of poison application and cures. Boosts self healing as well.
Conjurer Boosts spell effects (ranged attacks similar to stone daggers, fireball, blinding flash, knockdowns, etc)
Weapons More points lowers penalties for dual weapon equipping, faster attack rates, more effective melee attacks, skills associated with this are more effective.
Traps More effective traps, better detection range, greater chance of disarming, etc.
Thus, an assasin can decide to specialize in certain areas, a dual wielding with some attribs in poison, or simply a spell caster for damage, or a traps player. Makes for more variety of builds.
Just some thoughts.
Guardian of the Light
Quote:
Originally Posted by Mimi Miyagi
Well, I've posted my thoughts in several other forum threads, I'll repeat myself here.
The Class should be huge in poison, back stabbing, lay/detect/disarm traps, perhaps opening chests without a key, some self healing, faster recovery from blind, bleeding, poison resistance, poor armor, both ranged (via spell) and melee attack (via dual or single swords). When using a single weapon, you gain a shield type bonus due to your ability to use your weapon to block attacks, with dual weapons, you lose the bonus but gain faster attacks. Can blind or incapacitate opponents at range, apply poison to self or team mate's weapons, cure poison, create poisonous traps, heal poison for self or party. Suggested attribute sections: Shadow Arts (overall primary attribute skill tree, no inherent skills, more points = boosts other skill sets, especially Apothecary. Apothecary For better effectiveness of poison application and cures. Boosts self healing as well. Conjurer Boosts spell effects (ranged attacks similar to stone daggers, fireball, blinding flash, knockdowns, etc) Weapons More points lowers penalties for dual weapon equipping, faster attack rates, more effective melee attacks, skills associated with this are more effective. Traps More effective traps, better detection range, greater chance of disarming, etc. Thus, an assasin can decide to specialize in certain areas, a dual wielding with some attribs in poison, or simply a spell caster for damage, or a traps player. Makes for more variety of builds. Just some thoughts. |
Xue Yi Liang
I like your attribute ideas, Mimi.
It's also reasonable to expect new conditions:
Deafness: defense penalty for against attacks from behind.
Stun: target easily interrupted (not unlike dazed except it doesn't affect casting speed)
It's also reasonable to expect new conditions:
Deafness: defense penalty for against attacks from behind.
Stun: target easily interrupted (not unlike dazed except it doesn't affect casting speed)
thief
All I have to say, is that if there is invisiblity, make it temporary, or part of an attack of some sort. It would be kind of cool if some of the skills were only usable while invisible, but imediately made you visable again.....im saying like 5 seconds max on the invisiblilty thing, and like a 20 second recharge or so.
Symeon
Cut Vein - 10 energy, casting time 2, recharge 30
Skill. You sacrifice 10% max health. For 8...15 seconds you are cured of any conditions, and cannot be the target of health draining skills and hexes.
Mental Surround - 5 energy, casting time 2, recharge 15
Skill. When you next hit target foe in melee, for 3...6 seconds, that foe suffers from 'fright' condition (cannot move around), and cannot be the target of healing spells.
Vital Steps - 5 energy, casting time 1/4, recharge 15.
For 5 seconds, you block all incoming attacks and move 75% faster.
Skill. You sacrifice 10% max health. For 8...15 seconds you are cured of any conditions, and cannot be the target of health draining skills and hexes.
Mental Surround - 5 energy, casting time 2, recharge 15
Skill. When you next hit target foe in melee, for 3...6 seconds, that foe suffers from 'fright' condition (cannot move around), and cannot be the target of healing spells.
Vital Steps - 5 energy, casting time 1/4, recharge 15.
For 5 seconds, you block all incoming attacks and move 75% faster.
Mimi Miyagi
Some suggested skills:
First Strike
Cost: 15
Cast Time: 1/4 sec
Recharge: 45 seconds
When using this skill, player will move rapidly towards targeted foe and deliver a critical hit. More points increases range (up to half aggro circle), movement speed (up to 50% faster) and damage (up to 33%).
Poison Weapon
Cost: 5
Cast Time: 2 sec
Recharge 30
For 6-24 seconds, apply poison attack to self or target ally's melee weapon. Can only be applied to edge weapons only (axes, swords, etc)
Flash Bang
Cost: 15
Cast Time: 1 sec
Recharge: 15
Ranged attack on target foe causes blind to that foe and adjacent foes for 2-14 seconds.
{Poison Trap
Cost: 15
Cast Time: 3 sec
Recharge: 45
Lay Trap at location that dispenses poison gas cloud when triggered. Causes 1-3 health degeneration. Trap lasts for 24-60 seconds or until triggered. Cloud slowly dissipates from area 2-8 seconds. Entering cloud area causes spell effect, even after trap is triggered.
(can also create traps that cause blinding, dazed, or crippling)
Just some thoughts.
First Strike
Cost: 15
Cast Time: 1/4 sec
Recharge: 45 seconds
When using this skill, player will move rapidly towards targeted foe and deliver a critical hit. More points increases range (up to half aggro circle), movement speed (up to 50% faster) and damage (up to 33%).
Poison Weapon
Cost: 5
Cast Time: 2 sec
Recharge 30
For 6-24 seconds, apply poison attack to self or target ally's melee weapon. Can only be applied to edge weapons only (axes, swords, etc)
Flash Bang
Cost: 15
Cast Time: 1 sec
Recharge: 15
Ranged attack on target foe causes blind to that foe and adjacent foes for 2-14 seconds.
{Poison Trap
Cost: 15
Cast Time: 3 sec
Recharge: 45
Lay Trap at location that dispenses poison gas cloud when triggered. Causes 1-3 health degeneration. Trap lasts for 24-60 seconds or until triggered. Cloud slowly dissipates from area 2-8 seconds. Entering cloud area causes spell effect, even after trap is triggered.
(can also create traps that cause blinding, dazed, or crippling)
Just some thoughts.
Symeon
Mantle of Shadow - energy cost 5, casting time 1, recharge 30
For 9...16 seconds, you are partially invisible (like your basic outlines are visible but not colours, face, etc.) and have a 50% chance to evade incoming melee attacks and arrows.
For 9...16 seconds, you are partially invisible (like your basic outlines are visible but not colours, face, etc.) and have a 50% chance to evade incoming melee attacks and arrows.
thief
Perforate Artory. ::teeth::
Marus Varrus
The mention of IW with dual wield is important and well as adreniline buildup. The only way would be to make the dual weapon set count as a single hit
thief
I also think that there should be a DW skill line............skills tied to it aswell as the higher the DW the higher the damage on the offhand weapon. Or something like that.
Mimi Miyagi
Even more:
Specific Poisons can be made that cause more than just health degen, they can also cause confusion, weakness (vomiting animation anyone? lol), bleeding, blindness, slow, knockdown, paralysis...etc. Poisons would be skills that can all be applied to self or ally weapons, with similar durations and cost. To prevent spam, you could simply increase the cost and recharge time of spells. Other ways to balance...once the poison attack is successful, it's "used" - since the poison has been transferred from the weapon to the target, thus no longer on the weapon.
Specific Poisons can be made that cause more than just health degen, they can also cause confusion, weakness (vomiting animation anyone? lol), bleeding, blindness, slow, knockdown, paralysis...etc. Poisons would be skills that can all be applied to self or ally weapons, with similar durations and cost. To prevent spam, you could simply increase the cost and recharge time of spells. Other ways to balance...once the poison attack is successful, it's "used" - since the poison has been transferred from the weapon to the target, thus no longer on the weapon.
Xue Yi Liang
Affliction: This is a new class of skills exclusive to the Assassin profession. As such, an affliction cannot be removed by Condition Removals or Hex Removals. Afflictions generally don't cause direct damage and target only one(?) person. (For purposes of game balance consider applying some penalty to the caster of an affliction). The concept stems from the Assassin's preference for single targets. For example:
Deathmark: Affliction. As long as Deathmark is in effect the target foe takes n% additional damage from any attacks made by the caster. As long as Deathmark is in effect the caster has a penalty (decreased Armor? increased damage?) for attacks from all enemies except the target.
Deathpact: Affliction. Both caster and target foe suffer from n# pips of health degeneration.
Deathmark: Affliction. As long as Deathmark is in effect the target foe takes n% additional damage from any attacks made by the caster. As long as Deathmark is in effect the caster has a penalty (decreased Armor? increased damage?) for attacks from all enemies except the target.
Deathpact: Affliction. Both caster and target foe suffer from n# pips of health degeneration.
Xue Yi Liang
Trip: Attack. Essentially a knockdown attack but doesn't do the damage of a hammer attack.