Ideas for the New Assassin Profession
Eldrig
ooh. okay warriors have arenalin attack, right?
what if assassins had "stealth" which slowly build up as long as they weren't being attacked, and slowly went down while they were being attack.
so there would be some really powerful skills you could only use if you hadn't been attacked in like 5-10 seconds
this is a rough idea and obviously there are alot of unaswered questions... any input thought?
what if assassins had "stealth" which slowly build up as long as they weren't being attacked, and slowly went down while they were being attack.
so there would be some really powerful skills you could only use if you hadn't been attacked in like 5-10 seconds
this is a rough idea and obviously there are alot of unaswered questions... any input thought?
Guardian of the Light
Hmmm no one has came up with an dodge like skill
Nerves of the assasin
Cost: 5 Aline
Stance. For 15-20sec, you have a 75% chance to evade attacks but all attacks that hit deal 20-10% more damage.
Also if you Choose to Equip {E} Duel Wield you should have access to these skills.
Seperate Cuts
Cost: 5 A
You use one of each of your equiped weapons on 2 foes deing full damage that the weapons will allow. Must Have Duel Wield Equiped.
Nerves of the assasin
Cost: 5 Aline
Stance. For 15-20sec, you have a 75% chance to evade attacks but all attacks that hit deal 20-10% more damage.
Also if you Choose to Equip {E} Duel Wield you should have access to these skills.
Seperate Cuts
Cost: 5 A
You use one of each of your equiped weapons on 2 foes deing full damage that the weapons will allow. Must Have Duel Wield Equiped.
jibikao
I don't know... a counter to Trappers.
Alert
10E, 45s recharge, Instant cast (Shout type of skill)
Traps within the radar are activated or highlighted on the map.
Alert
10E, 45s recharge, Instant cast (Shout type of skill)
Traps within the radar are activated or highlighted on the map.
Xue Yi Liang
If an assassin deals the "killing blow" on an enemy there is an increased probability that the resulting drop will be theirs. The improved odds are a function of the Assassin's primary(?) attribute.
jonnybegood
Also think about it this way, every other class has a from of self heal, why not this one?
jonnybegood
I cant find the exact post, but some one sayed an attck that has a 10% chance to kill your target. Th is would only work if it had a penalty for missing. Or else you would see assasin spike teams every where
jibikao
Another interesting thought....
Throat Cut
10E, 10s
Attack skill. If Throat Cut hits on the back of the target, the target is being "Silenced" for xx seconds and suffers from Bleeding for xx seconds. When being "silenced", the target cannot Call Target and the button of T is disabled. lol This means the guy has to find out which target is being called by his teammate. Not sure if it's useful or not but I guess if you can find out who the target caller on the other team is, it might be useful...I guess. Oh well, funny thought.
An alternative to this is:
Attack skill. If Throat Cut hits on the back of the target, the target is being "Silenced" for xx seconds. When being Silenced, the target cannot cast spell for xx seconds. This might be an elite skill.
Throat Cut
10E, 10s
Attack skill. If Throat Cut hits on the back of the target, the target is being "Silenced" for xx seconds and suffers from Bleeding for xx seconds. When being "silenced", the target cannot Call Target and the button of T is disabled. lol This means the guy has to find out which target is being called by his teammate. Not sure if it's useful or not but I guess if you can find out who the target caller on the other team is, it might be useful...I guess. Oh well, funny thought.
An alternative to this is:
Attack skill. If Throat Cut hits on the back of the target, the target is being "Silenced" for xx seconds. When being Silenced, the target cannot cast spell for xx seconds. This might be an elite skill.
Guardian of the Light
Quote:
Originally Posted by jonnybegood
Also think about it this way, every other class has a from of self heal, why not this one?
|
Assasin Potion
Casting Time: Instant
Recharge Time: 15 sec
Assasin Potion does nothing at first. After 7-4 Sec you are healed for 50-130 Health.
Also Alex and Galie you guys can request us to come up with ideas in a certain area of your choosing. Like you can say "Ok we need some ideas for Attacks" or something like that after we'll probably give you 1000 ideas in that .
Eldrig
Quote:
Originally Posted by Guardian of the Light
Hmmm no one has came up with an dodge like skill
Nerves of the assasin Cost: 5 Aline Stance. For 15-20sec, you have a 75% chance for attack to miss you but all attacks that hit deal 20-10% more damage. |
Guardian of the Light
Quote:
Originally Posted by Eldrig
fixed. otherwise it's just like every evade skill ever and is defeated the same way. seaking blade/seaking arrow/and whatever the axe one is. this way it's ober leet. except determined shot. damn.
|
I put the weakness in on purpose .
Reason: Long duration and spammable
Xue Yi Liang
climb/rappel: allows the Assassin to climb up some areas too steep to walk (e.g. as a shortcut to circumvent some of the long winding paths on mountain faces, or as a way to climb walls without having to get through the main gates.)
Perhaps an Assassin can stay attached to a wall (a la Spiderman) (for a limited duration?) and initiate attacks from there where he is temporarily safe from melee. Maybe, if he/she were to take enough damage (from ranged attacks or spells) there is a risk of "fall" injury.
Perhaps an Assassin can stay attached to a wall (a la Spiderman) (for a limited duration?) and initiate attacks from there where he is temporarily safe from melee. Maybe, if he/she were to take enough damage (from ranged attacks or spells) there is a risk of "fall" injury.
jibikao
I wonder how they gonna introduce Stealth in this game.
Something tells me it might be similar to Charm Animal where you have to equip a skill in order to use Stealth skills.
Maybe something like when you are in Stealth "mode", you are less likely to aggro monsters and even if the team engages in battle, you are less likely to be the primary target. Something like that would be cool.
Other things they can add is when in Stealth mode, the Assassin may have 10% to evade attacks or something like that or has certain % to reduce damage taken.
Basically, in order to use Stealth skills, you must equip Stealth to be in the Stealth Mode. Much like how Charm works.
Something tells me it might be similar to Charm Animal where you have to equip a skill in order to use Stealth skills.
Maybe something like when you are in Stealth "mode", you are less likely to aggro monsters and even if the team engages in battle, you are less likely to be the primary target. Something like that would be cool.
Other things they can add is when in Stealth mode, the Assassin may have 10% to evade attacks or something like that or has certain % to reduce damage taken.
Basically, in order to use Stealth skills, you must equip Stealth to be in the Stealth Mode. Much like how Charm works.
Guardian of the Light
I reliezed you guys are probably going to put in a New "God" for this profession just like all the others or make assassin worship an existing "God".
<Insert God Name>'s Concentration
Energy: 10
Recharge: 30-45sec
Stance. For 7-15 secs, your attacks have 5% addition to inflict a critical hit and you deal 10-20% more damage. <Insert God Name>'s Concentration ends if you use an adral skill.
Sudden Strike
Energy:5-10
Recharge Time:20-30sec
Melee Attack
Strike once twice as fast as normal. target's action is intrupted. If Action was a skill, that skill is disarmed for 5-10sec.
Head Kick
Energy: 5
Casting Time:1
Recharge time: 15
If Head Kick Hits you deal +10-15 damage and your target's action is intrupted.
If you guys put onlt one of my skills in Make that one ^ it.
"I call Dwawna to he... OWW AA YOU @#$%! YOU KICKED ME IN THE HEAD!"
Assassin " "
Well put a few intrupt skills I have a feeling Assassin in PvP are going to sneak up to monks and then intrupt the crap out of them and when a noob team get mad the Assassin disappears . Then a smart group comes and brings an Anit-cloak spell and the assassin is revealed and well....
<Insert God Name>'s Concentration
Energy: 10
Recharge: 30-45sec
Stance. For 7-15 secs, your attacks have 5% addition to inflict a critical hit and you deal 10-20% more damage. <Insert God Name>'s Concentration ends if you use an adral skill.
Sudden Strike
Energy:5-10
Recharge Time:20-30sec
Melee Attack
Strike once twice as fast as normal. target's action is intrupted. If Action was a skill, that skill is disarmed for 5-10sec.
Head Kick
Energy: 5
Casting Time:1
Recharge time: 15
If Head Kick Hits you deal +10-15 damage and your target's action is intrupted.
If you guys put onlt one of my skills in Make that one ^ it.
"I call Dwawna to he... OWW AA YOU @#$%! YOU KICKED ME IN THE HEAD!"
Assassin " "
Well put a few intrupt skills I have a feeling Assassin in PvP are going to sneak up to monks and then intrupt the crap out of them and when a noob team get mad the Assassin disappears . Then a smart group comes and brings an Anit-cloak spell and the assassin is revealed and well....
Phades
Quote:
Originally Posted by 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. |
The idea of stealth leaves a lot of ideas that would be very easy to take advantage of in both pvp and pve. The common idea of being a smaller aggro circle seems good, but it seems like a pve only solution. It could be taken a step further to where it actually affects the maximum range of which they can be affected by hostile intent. This could very easily be taken advantage of in a few different ways, but given the nature of how spells/ranged attacks finish even if the target leaves the maximum distance it might not be as much of a problem. However, if such a modification occurs, then there would need to be an absolute minimum range that no attack could get reduced below. It would most likely need to be in terms of total distance, not by weapon choice distance as some things like ice spear would become a touch range spell. This would possibly be exploited by cross combination warriors, but the reduced attribute levels in melee weapons and possible weak armor level would balance it as well. This would be the limit in terms of "infiltration" abilities that they could have without being too over the top. I would also place all "defensive" skills within the stealth primary attribute (assuming it is the primary class attribute), in order to help prevent cross class abuse from other primary classes, such as monks gaining near immunity to ranged attacks. One such defensive measure could be hiding, like a previous poster mentioned. Have the logic work with the natural healing cycle method. The skill can’t be triggered until after a certain time spent inactive and undamaged. While hidden, the target can’t be targeted. The ranks in stealth would allow for a faster rate of change till the character is able to come out of hiding and move or perform other actions, similar to the devourer and scarab popping up out of the ground. This would be to counter balance against an ambush effect. It would also require a maximum time allowed to be hidden, to help avoid potential grief situations within pvp. I don’t know if allowing for natural healing of energy and health would be balanced while hidden though. The skill would need a high energy cost in order to deter repeat use as well, because a long cool down period would probably be insufficient alone, due to methods available to copy or reduce timeframe of use. As a counter measure, a new skill could be introduced into wilderness survival for rangers that could help detect hidden enemies and traps. Possibly open up stealth or wilderness survival to disabling said traps and remove the hidden effect from enemies. Stealth skills could also be used for detection as well, but for which to be more effective I am not sure, nor would I think that going too far into hide and seek would work well within the game as it could split up play styles too far from each other and the current accepted norm. Other defensive measures could include evasion or miss stances towards ranged, spell, or melee attacks but make them choose their preferred target similar to mesmers. This would lead to defensive preference from other sources, but it would split up the skill point pool and many defenses are not easily renewed.
For offense, rather than damage up front or raw damage per second, I think that they need to go the route of disruption and disabling. To avoid conflict with warriors and rangers (partially), I think that going the route of short distance ranged attacks using both arms would be appropriate. Have the maximum range of the weapon be similar to the absolute minimum distance of what stealth could reduce the hostile intent range, but longer than point blank area of effect spells and shouts like “fear me”. Only allow dual wielding for this specific weapon combination. The paired weapons could be to bows sword comparison to axes, a better average but a lower maximum split between the two parts. Have the combined fire rate of the paired weapons being similar to bow fire rates, but alternating like stone daggers. Make the adrenalin gain half the normal amount or possibly less to compensate for attack speed increases per hit. Attack skills would probably need to be adrenalin based, in order to avoid the inevitable ranger expertise use, or possibly use both adrenalin and energy at the same time. Have the energy cost portion so low that expertise has a negligible effect, but have the cost from repeated use cause problems over time. Possibly not allowing the zealous and vampiric upgrades might also be needed. While warriors, rangers, and other professions have medium to long duration on their effects, allow for short term, but easily repeatable skill applications. Like the previously mentioned death mark (I like this idea) allow for the attack skill to apply a short term condition that has a reasonable physical damage amplification effect. In addition have another skill, but only apply to spell based damage, allowing for choice in team builds. It could be broken down by element or base damage type, but that could be too watered down. Having it be universal would be just a greater version of weaken armor and that wouldn’t be very beneficial, but allowing it to adjust the raw damage before or after armor level (I am not sure which would be better) and work with weaken armor in the case of amplifying physical damage. This type of skill would make damage spiking more popular, but would create more diversity within the classes I think, nor would it stop a basic protective spirit counter or damage type alteration canceling the effect. Another idea, that in skimming I didn’t notice, would be to have another skill that created a short term condition similar to blackout when the target was struck. The difference would be that rather than causing the target to have the current action canceled and having a period of inactivity, where the current action isn’t interrupted, but it is also not finished either similar to activating a skill and having the player run into range. Nothing longer than 2-3 seconds tops and the range of action affected could be attack skills, spells, or normal attacks. One style of attack could be made for each, depending on the final role decision for the class would be. This could be akin to causing a confused stated on the target, but different from a distracting shot adding recharge time and interrupting or a long duration concussion shot causing long term disruption. Other ideas could include short term, but high yield attack and movement speed slows that are also condition based. Elite versions of these skills could be point blank area of effect, allowing for a more wide disruption area options, but still require finesse of the user to maintain a balance between normal attack range with the targets and applying other skills for maximum effect. Another fun, but questionable, effect to apply to the target would be the drunken blur as an after effect of an attack, making targeting and target identification difficult. I am hesitant with this one though as causing other people potential physical pain through playing the game from some kind of visual induced headache wouldn’t be fun. An alternative though could be a forced target switch to a random target in range when the effect hits.
A different line of skills could involve information gathering or misdirection to possibly be used in conjunction with the stealth line. These would have a medium to long duration, with a similar reuse time. Possibly allow for the creation of a fake body double, which can be used to lure enemies to where the character would be hidden. Possibly allow for either placement of it to be like a trap and stationary or have it be fully manipulated from the body double’s point of view. Another option could be where the character could imitate the form of a friendly character, taking on their appearance and name for a period of time. I think that “surprise I’m not really a monk/mesmer/whatever” novelty wouldn’t wear off for awhile and would have valid play uses. A skill could be made that would hide friendly effects such as spirits and enchantments showing up on the targeting and enchantment bar. Another could be made to hide hostile effects on the enemy such as conditions and hexes. This would cause player experience and awareness to come into play from having the damage spam or overall condition effect taking place, but not showing up like normal. A possible counter balance towards these lines of skills could be placed in divine favor, like some sort of “true sight” enchantment allowing the casting monk to operate as normal.
The last skill line could include whatever self healing method and skills to augment the use of the other skill lines. Perhaps some kind of skill that triggers the preparation of a one shot healing salve or potion or whatever that dissolves if the area changes. Have it be a medium to high energy cost, while being a droppable/tradable item that could be used while hidden. Stances that could possibly recreate weapon fittings not normally available to the class, like vampiric, elemental, sundering and so on, but at a weaker effect per hit scaling up to matching the normal weapon fitting at max skill level, but allowing the user to “customize” the attack style to kill the target in the most effective manner. Stance durations and refresh times being similar to other offensive and defensive stances in other professions. Possibly also have mantra like stances increasing condition effect durations, hiding, and misdirection lines.
Blah, I know this is probably hard to read and I know I didn’t think of skill names at this time and I might have mimicked other existing ideas, but getting the thoughts out I thought would be more useful. I'll revise it later for names if i think of something that sounds good.
Xue Yi Liang
Coma: Enchantment. For the duration of this spell if the Assassin's health falls below 25%(?) of maximum health the Assassin will lapse into a coma simulating death for x# seconds. After that time passes the Assassin will instantly "ressurect" with 50%(?) health and 50%(?) energy. No death penalty is incurred for a coma.
Kool Pajamas
Quote:
Originally Posted by Eldrig
ooh. okay warriors have arenalin attack, right?
what if assassins had "stealth" which slowly build up as long as they weren't being attacked, and slowly went down while they were being attack. so there would be some really powerful skills you could only use if you hadn't been attacked in like 5-10 seconds this is a rough idea and obviously there are alot of unaswered questions... any input thought? |
For my ideas:
I think the Assassin should be about condition apply/remover, stealth/speed, and spike melee damage.
For the spike melee damage, he would have a high base energy (maybe 50) with a 2 pip regen. Possibly also gain adrenaline faster (maybe his primary attribute). His attack speed should be higher also (maybe primary). Or have lots of skills that increase attack speed (adrenaline based). Damage and condition appliers would be the energy skills.
Stealth skills should have high energy requirement (another use for the high base energy, one way of preventing warriors from abusing this line)
His armor shouldnt be too high. Same base as a Ranger probably with a bonus against piercing damage since he will be more able to dodge arrows with speed.
Just some basic stuff for now. I'll think of some actual skills later.
Guardian of the Light
Well we've introduced a lot of skills and came up with a lot of way to even out DW and a lot of Armor, Weapon and Atttrute Ideas
We can still suggest skill ideas because well Anet needs to come up with like 100 and we could help them a bit .
However we haven't come up any ideas for the Female and Male Assassin Dances or boss names for Assassin Bosses and what these Assassin Bosses Elite should be.
We can still suggest skill ideas because well Anet needs to come up with like 100 and we could help them a bit .
However we haven't come up any ideas for the Female and Male Assassin Dances or boss names for Assassin Bosses and what these Assassin Bosses Elite should be.
Kool Pajamas
Female Assassin - Belly Dancer
Male Assassin - Does it really matter? I wont be watching.
Male Assassin - Does it really matter? I wont be watching.
Guardian of the Light
Quote:
Originally Posted by Kool Pajamas
Female Assassin - Belly Dancer
Male Assassin - Does it really matter? I wont be watching. |
Mybe the Male Assassin should have a dance similair to want you dance like when you hear "Everyone was Kong Fu Fighting"
/signed Female Assassin Belly Dance
Bahumhat
Quote:
Originally Posted by Kool Pajamas
Female Assassin - Belly Dancer
Male Assassin - Does it really matter? I wont be watching. |
ooo! i know, i know! this dance for the male assassin: http://media.putfile.com/c4
Guardian of the Light
Quote:
Originally Posted by Bahumhat
ooo! i know, i know! this dance for the male assassin: http://media.putfile.com/c4
|
LOL ya thats a cool dance I'd like it for a male assassin
glenn_rolfe
the robot, is there any other dance............
Mesmerized
I'm not sure what /emote this would fall under, or maybe a skill animation.. but I think it would kick ass if the assassins (both m and f) would throw a flashbang down at their feet and dissapear. If it could be an emote, then they would reappear like 3 secs later.
Zelnox
Quote:
Originally Posted by Alex Weekes
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.
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Moreover, it can open up the possibility to skills that knock targets up (maybe for a juggle ^_^). We can even have targets being knocked backwards.
Jumping in battle would be interesting too, but may break some of the current PvP maps. Characters would jump to reach a platform or something. Moving uphill should be slower than moving downhill for steep angles.
Someone mentioned on the first page a special focus for the assassin, and I agree with this. It would be linked to an assassin attribute to actually cause damage. Any other professions who would want to dual-wield, would need to sub-class as an assassin to use this off-hand weapon. To piggy-back on this idea, I feel the thrown weapon could also be used in the off-hand. Going back to the hit-and-run tactics idea. The ability to have a melee weapon on one side and short-range missile weapon on the other side is neat to build/preserve the adrenaline pool.
My input on the thrown missile weapons go like this: it would do at least less than half damage of a sword, and be thrown in chains of three (a bit like Stone Daggers). The cooldown between attacks would be similar to a shortbow. However, there would be a long cooldown every X thrown missiles (say 15). The range of this weapon would be shorter than a shortbow in general. Of course, there may be different kinds of thrown missile weapons with their own quirks.
twicky_kid
Dust Bomb
15e 1 cast 30 recharge
for 5....20 dust bomb creates a large cloud of dust around yourself (ward size). allies and foes that are in dust cloud are blinded and cannot be targeted by foes or allies outside of the cloud.
Pinpoint Accuracy (prep) (Elite)
5e 2 cast 10
for 24 seconds your throwing weapons move 2x faster. when striking an attacking foe that foes attacks are disabled for 3 seconds. this affect wears off if that foe takes dmg.
Intoxicating Dart (Elite)
15e 15 recharge
blow gun attack (yes i said blow gun as this was the primary weapon for most assassins). when intoxicating dart strikes a foe that foe becomes drunk for 5...10 seconds. (drunk should be = to 10 dwarven ales)
***new skill type***
Cunning. whenever you evade or block an attack all of your cunning skills gain 1 cunning charge.
this can be similar to adrenaline but the oppisite. the more you evade or block a foes attacks you learn more about them using that to your advantage. these skills should use cunning charges instead of energy. when a cunning skill is used you lose all cunning. the cunning cost for skill should not be more than 4? might need some tweaking when you add multiple attacks.
i think if the assassin is given a natural evade or block attribute then this would a nice new skill type.
15e 1 cast 30 recharge
for 5....20 dust bomb creates a large cloud of dust around yourself (ward size). allies and foes that are in dust cloud are blinded and cannot be targeted by foes or allies outside of the cloud.
Pinpoint Accuracy (prep) (Elite)
5e 2 cast 10
for 24 seconds your throwing weapons move 2x faster. when striking an attacking foe that foes attacks are disabled for 3 seconds. this affect wears off if that foe takes dmg.
Intoxicating Dart (Elite)
15e 15 recharge
blow gun attack (yes i said blow gun as this was the primary weapon for most assassins). when intoxicating dart strikes a foe that foe becomes drunk for 5...10 seconds. (drunk should be = to 10 dwarven ales)
***new skill type***
Cunning. whenever you evade or block an attack all of your cunning skills gain 1 cunning charge.
this can be similar to adrenaline but the oppisite. the more you evade or block a foes attacks you learn more about them using that to your advantage. these skills should use cunning charges instead of energy. when a cunning skill is used you lose all cunning. the cunning cost for skill should not be more than 4? might need some tweaking when you add multiple attacks.
i think if the assassin is given a natural evade or block attribute then this would a nice new skill type.
Bahumhat
{skill name unsure}
15 e, 60 sec recharge
For 10-30 seconds, you deguise as a Warrior/Monk/Ranger/Necro/Mesmer/Elementalist.(random) you do not gain any skills of that profession. If you get attacked {Skill name here} ends.
This prob. doesnt fit for an assassin, just a thought tho.
15 e, 60 sec recharge
For 10-30 seconds, you deguise as a Warrior/Monk/Ranger/Necro/Mesmer/Elementalist.(random) you do not gain any skills of that profession. If you get attacked {Skill name here} ends.
This prob. doesnt fit for an assassin, just a thought tho.
Dead Panda
Quick Strike [elite]
No attribute
5 Energy. 1/2 cast time. 1 Recharge
Swing your weapon twice as fast.
Pikeru's Charm
-1 Maintain. 10 Energy. 2 Castime. 30 Recharge
As long as you maintain this enchantment, other hexes and enchantments last half as long. Anyone casting enchantments or hexes on target ally take twice as long to cast.
Double Cast [elite]
*insert asassin's main attribute here*
15 Energy. 45 Rechage
For 8-20 Seconds you may cast up to 2-4 skills at once. After this skill ends, you suffer from Dazed for 20-10 seconds.
=O
No attribute
5 Energy. 1/2 cast time. 1 Recharge
Swing your weapon twice as fast.
Pikeru's Charm
-1 Maintain. 10 Energy. 2 Castime. 30 Recharge
As long as you maintain this enchantment, other hexes and enchantments last half as long. Anyone casting enchantments or hexes on target ally take twice as long to cast.
Double Cast [elite]
*insert asassin's main attribute here*
15 Energy. 45 Rechage
For 8-20 Seconds you may cast up to 2-4 skills at once. After this skill ends, you suffer from Dazed for 20-10 seconds.
=O
ODAR
In first place i'm sorry for my english, not my primary attribute (i must push more points on it).
Well, i think of the assasin like some class not seen before, for example adrenaline would be only for warriors, traps and preparations only for rangers, etc... Then must be something new to the class (perhaps kia power or shadow power, i don't know). Also the line of "touch" other's attributes will be his/her strenght.
Low armor, like the casters and armor would have protections vs hexes, -x to attribute of necro hexes or -x to attribute of mesmer hexes (then these hexes will be of less power vs assasins and last less also), messed with armors with pluses vs chaos/holy/shadow damage.
Weapons would be short range weapons like daggers/shurikens/darts and dual wiel weapons.
Primary attribute---> shadow blend +4% evade area attacks (no more melee/ranged evasion please, more diversity)
Some skills:
Shadow charge---> You appear (teleport) at melee range of your target and hit him (if moving +15 damage,etc...)
Shadow strike---> You make a fast attack not seen by your target, can't evade nor block, if target has more than 2 conditions do ++ damage
antidote in my blood----> you're inmune to venom for x sec (large amount of time)
Black soul----> hexes that target you are reflected to adjacent enemies.
Negate your wisdom----> if you hit anyone using a skill, you don't interrupt him/her but all skills of that attribute will act as if this attribute is 1-10 points less for x time. no damage or little one like distraction.
shadow form---> you can't be target of attacks and have +x to your armor bonus vs hexes (like earth skill obsidian flesh but the other side), and cannot attack
pierce defenses---> You strike for + damage and + penetration for every enchantment of your target.
fear my team----> you can target some other ally and give him a shadow aura that acts like negate your wisdom but porcuppine type. first skill used vs your ally is affected by negate your wisdom skill.
Elite= I know your skills----> shout that lessens your enemies attributes for x time, for every enemy affected you gain ki or shadow power or energy, etc...
A mess of skills i know, and few attack skills, but i'll imagine some.
Well, i think of the assasin like some class not seen before, for example adrenaline would be only for warriors, traps and preparations only for rangers, etc... Then must be something new to the class (perhaps kia power or shadow power, i don't know). Also the line of "touch" other's attributes will be his/her strenght.
Low armor, like the casters and armor would have protections vs hexes, -x to attribute of necro hexes or -x to attribute of mesmer hexes (then these hexes will be of less power vs assasins and last less also), messed with armors with pluses vs chaos/holy/shadow damage.
Weapons would be short range weapons like daggers/shurikens/darts and dual wiel weapons.
Primary attribute---> shadow blend +4% evade area attacks (no more melee/ranged evasion please, more diversity)
Some skills:
Shadow charge---> You appear (teleport) at melee range of your target and hit him (if moving +15 damage,etc...)
Shadow strike---> You make a fast attack not seen by your target, can't evade nor block, if target has more than 2 conditions do ++ damage
antidote in my blood----> you're inmune to venom for x sec (large amount of time)
Black soul----> hexes that target you are reflected to adjacent enemies.
Negate your wisdom----> if you hit anyone using a skill, you don't interrupt him/her but all skills of that attribute will act as if this attribute is 1-10 points less for x time. no damage or little one like distraction.
shadow form---> you can't be target of attacks and have +x to your armor bonus vs hexes (like earth skill obsidian flesh but the other side), and cannot attack
pierce defenses---> You strike for + damage and + penetration for every enchantment of your target.
fear my team----> you can target some other ally and give him a shadow aura that acts like negate your wisdom but porcuppine type. first skill used vs your ally is affected by negate your wisdom skill.
Elite= I know your skills----> shout that lessens your enemies attributes for x time, for every enemy affected you gain ki or shadow power or energy, etc...
A mess of skills i know, and few attack skills, but i'll imagine some.
Bahumhat
Armor of Darkness:
for 10-45 seconds you gain +5...40 armor vs. Melee attacks, and +5...15 armor vs. Holy damage. your movment is slowed by 75%...30%
Cloud of Darkness:
For 10-20 seconds. Foe's in this area(like a ward) are blinded for 8-25 seconds.
for 10-45 seconds you gain +5...40 armor vs. Melee attacks, and +5...15 armor vs. Holy damage. your movment is slowed by 75%...30%
Cloud of Darkness:
For 10-20 seconds. Foe's in this area(like a ward) are blinded for 8-25 seconds.
Aeon_Xin
"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."
Whoever that was, we were requested to think outside of the box.
And back directly on topic.
Some people mention adrenaline and high armor, and even specific weapon attributes, to me that sounds like a warrior clone, entirely too much so.
I agree with some other people that they should be a non-magic using class, ie, nothing is a "spell" but really is a skill, that takes some mana/blue stuff,(concentration) to use.
Skillsets/attributes that I would like to see.
Poisons. Anything from thrown powder to something applied to a weapon(preperation).
Missiles. Pretty much covered, but to add variety, several types of thrown/launched weapons should be available.
Stealth/misdirection. Alot of people mentioned that it would be easy to get around, ie hack. Some games make invisible partially seen, or just skins removed(manipulating graphics drivers can render "invisible" foes as one solid color) it could be done so that it's not the case. Any signal of the Assassin being there could just not be on any other PVPers machine(once any given stealth trick is used), and if his hit connects, the server sends a signal and damage is recieved. I'm not a programmer, I don't know how feasible that is, but that's just me thinking outside the box as suggested.
In addition, making the aggro bubble smaller, or shift completely behind him would be a desireable feature on pve. Or by using misdirection, the aggro bubble would be thrown, to a different location, and the monsters would charge after that sound. You could use poisons/drugs to make monsters aggro on eachother for a set period of time.
Dodge Duck Dip Dive and Dodge. Attack/Damage avoidance skills. There are already some skills on the board that are like this, though i cannot remember their names. Basically it's avoide next attack. But you could do variations, avoid 85% of next 4 attacks. Depending on if you don't have a large % built into the armor already.
Grapple/Brawl sets. Could be done with one weapon and a focus, but not dual wielders(if they're to be included). Strangle, Choke hold, Shatter elbow(or knee).
I also move that these are animated per character. So far it's been, unless it's a knockdown, it's however many character models just plainly fighting having little to no reaction to attacks made on them. This would become a valid tactic in pvp, a way to absorb someones time, letting the real damage dealers do their work, IE You stealth up behind the healing monk and begin a chokehold,garrote, While the assassin is still invisible the monk arches backward hands going to his throat, Assassin fades into view holding the neck of the monk, an interruption occurs if somethign was being cast, and a life drain(Suffocation) of however much(fair balance) continues for 15 seconds if no attacks are made on either Monk or Assassin. A counter could be added to give a % chance, or huge mana cost to break out of a strangle/grapple.
Since everyone seems to have a heal skill, an assassin could use drugs to regain life. You don't have to call it PCP or crystal meth, that wouldn't be headline friendly. In sticking to the code that assassins shouldn't use magic( to be defined as, fireball, mesmer skills, mending wounds type of thing), a public friendly tonic could be used to regain life. Sheer Will/Pure Will could be
used to stop degenerating life.
To the people that relate ninja, this isn't exactly an eastern themed game. It's pretty much mideval(sp). I can't see a bunch of katana's, shurikens, cats claws being implemented. They all have their european counterparts that will work equally well.
The RPG factor of an assassin would be completely different. An assassin is a hired killer, who works for money, not love, not honor, not even "good". All of those things may be involved, but money is the true driving force. A contract is a contract, and an assassin is only as good as his reputation for getting the job done without mistakes.
Drive:
Maybe huge coin rewards would be what he works for, not items, especially NOT FOR ITEMS OUT OF CLASS(why would any self respecting assassin do a job to get some ele wand or warrior hammer?), but gets amplified XP for monster kills, say, a couple levels lower than he actually is. In addition, you would expect an assassin/rogue type character to be able to get more gold out of a drop or have cheaper dye costs, things of that nature, something akin to necros getting mana back from enemy's death. Some innate passive skill that deals directly with an assassins drive.
I do believe every armor set should have the option of wearing a hood up or down, that being aside from the armor for the head. Head armors could include tatoos, cloth and leather facemasks(or wraps), make-up/camoflage(maybe this and tatoo would be the same thing), and disguises/different faces. Note:Camoflage by definition, not by accepted typical black and green navy seal or marine. Being a paid killer, it may be a symbol, death mask, something that inspires fear, but it would most usually be black/dark to aid in concealment at night. The black/green/brown/tan(or relative seasonal colors) stuff is for rangers, because, well, what assassin has to sneak through the woods to get a mark, or through snow ravaged peaks?
I do propose, that armor has the ability, to match it's surroundings hues and shades, but that it always be an option. My assassin, for RPG standards, would kill other humans for money, and do so in cities. That being the case, he'd always be wearing black.
OK I've gone off on a rant of what I think an Assassin should be, again, just putting forth IDeas..If users (highly original) ideas are used, I believe they should have direct involvement with naming of skills/armors/weapons, as they did for prefab characters. Note, I used "involvement" not "final say". You'd assuredly end up with a backstab skill named "Susan the Bi*", heh.
PM's welcome, for discussion, because I did remark on others, inferring the term "bad idea". It was not my intention, just stating my opinion of how some things might not fit the timeline or seeming location pattern that GuildWars used.
Disclaimer:
I did read some of the posts, but they begain getting too specific, ie(Exactly how they would be read in the game, including a name) Which I don't think is right. Most players don't have an overall sense of equalizing the playing field, and alot of what some people say might go overboard. I attempted to only get descriptive when dealing with something that was pretty much original, not invisible or backstab, or dual wield. I would have simply edited my other post but this is a fairly hot topic and i didn't think most of the up to date users re-read the threads. I know I left some ideas out of this post, and some ideas here are just evolved versions of the other post or other users ideas.
Whoever that was, we were requested to think outside of the box.
And back directly on topic.
Some people mention adrenaline and high armor, and even specific weapon attributes, to me that sounds like a warrior clone, entirely too much so.
I agree with some other people that they should be a non-magic using class, ie, nothing is a "spell" but really is a skill, that takes some mana/blue stuff,(concentration) to use.
Skillsets/attributes that I would like to see.
Poisons. Anything from thrown powder to something applied to a weapon(preperation).
Missiles. Pretty much covered, but to add variety, several types of thrown/launched weapons should be available.
Stealth/misdirection. Alot of people mentioned that it would be easy to get around, ie hack. Some games make invisible partially seen, or just skins removed(manipulating graphics drivers can render "invisible" foes as one solid color) it could be done so that it's not the case. Any signal of the Assassin being there could just not be on any other PVPers machine(once any given stealth trick is used), and if his hit connects, the server sends a signal and damage is recieved. I'm not a programmer, I don't know how feasible that is, but that's just me thinking outside the box as suggested.
In addition, making the aggro bubble smaller, or shift completely behind him would be a desireable feature on pve. Or by using misdirection, the aggro bubble would be thrown, to a different location, and the monsters would charge after that sound. You could use poisons/drugs to make monsters aggro on eachother for a set period of time.
Dodge Duck Dip Dive and Dodge. Attack/Damage avoidance skills. There are already some skills on the board that are like this, though i cannot remember their names. Basically it's avoide next attack. But you could do variations, avoid 85% of next 4 attacks. Depending on if you don't have a large % built into the armor already.
Grapple/Brawl sets. Could be done with one weapon and a focus, but not dual wielders(if they're to be included). Strangle, Choke hold, Shatter elbow(or knee).
I also move that these are animated per character. So far it's been, unless it's a knockdown, it's however many character models just plainly fighting having little to no reaction to attacks made on them. This would become a valid tactic in pvp, a way to absorb someones time, letting the real damage dealers do their work, IE You stealth up behind the healing monk and begin a chokehold,garrote, While the assassin is still invisible the monk arches backward hands going to his throat, Assassin fades into view holding the neck of the monk, an interruption occurs if somethign was being cast, and a life drain(Suffocation) of however much(fair balance) continues for 15 seconds if no attacks are made on either Monk or Assassin. A counter could be added to give a % chance, or huge mana cost to break out of a strangle/grapple.
Since everyone seems to have a heal skill, an assassin could use drugs to regain life. You don't have to call it PCP or crystal meth, that wouldn't be headline friendly. In sticking to the code that assassins shouldn't use magic( to be defined as, fireball, mesmer skills, mending wounds type of thing), a public friendly tonic could be used to regain life. Sheer Will/Pure Will could be
used to stop degenerating life.
To the people that relate ninja, this isn't exactly an eastern themed game. It's pretty much mideval(sp). I can't see a bunch of katana's, shurikens, cats claws being implemented. They all have their european counterparts that will work equally well.
The RPG factor of an assassin would be completely different. An assassin is a hired killer, who works for money, not love, not honor, not even "good". All of those things may be involved, but money is the true driving force. A contract is a contract, and an assassin is only as good as his reputation for getting the job done without mistakes.
Drive:
Maybe huge coin rewards would be what he works for, not items, especially NOT FOR ITEMS OUT OF CLASS(why would any self respecting assassin do a job to get some ele wand or warrior hammer?), but gets amplified XP for monster kills, say, a couple levels lower than he actually is. In addition, you would expect an assassin/rogue type character to be able to get more gold out of a drop or have cheaper dye costs, things of that nature, something akin to necros getting mana back from enemy's death. Some innate passive skill that deals directly with an assassins drive.
I do believe every armor set should have the option of wearing a hood up or down, that being aside from the armor for the head. Head armors could include tatoos, cloth and leather facemasks(or wraps), make-up/camoflage(maybe this and tatoo would be the same thing), and disguises/different faces. Note:Camoflage by definition, not by accepted typical black and green navy seal or marine. Being a paid killer, it may be a symbol, death mask, something that inspires fear, but it would most usually be black/dark to aid in concealment at night. The black/green/brown/tan(or relative seasonal colors) stuff is for rangers, because, well, what assassin has to sneak through the woods to get a mark, or through snow ravaged peaks?
I do propose, that armor has the ability, to match it's surroundings hues and shades, but that it always be an option. My assassin, for RPG standards, would kill other humans for money, and do so in cities. That being the case, he'd always be wearing black.
OK I've gone off on a rant of what I think an Assassin should be, again, just putting forth IDeas..If users (highly original) ideas are used, I believe they should have direct involvement with naming of skills/armors/weapons, as they did for prefab characters. Note, I used "involvement" not "final say". You'd assuredly end up with a backstab skill named "Susan the Bi*", heh.
PM's welcome, for discussion, because I did remark on others, inferring the term "bad idea". It was not my intention, just stating my opinion of how some things might not fit the timeline or seeming location pattern that GuildWars used.
Disclaimer:
I did read some of the posts, but they begain getting too specific, ie(Exactly how they would be read in the game, including a name) Which I don't think is right. Most players don't have an overall sense of equalizing the playing field, and alot of what some people say might go overboard. I attempted to only get descriptive when dealing with something that was pretty much original, not invisible or backstab, or dual wield. I would have simply edited my other post but this is a fairly hot topic and i didn't think most of the up to date users re-read the threads. I know I left some ideas out of this post, and some ideas here are just evolved versions of the other post or other users ideas.
quanzong
Skills maybe, BACKSTAB, THROAT SLIT (foe bleeds X2 ARTERY HIT!!!), SUPRISE! (foe attacks 50% slower, because no time to prepare), SNEAK (WALK SLOWLY, IF NOT TOUCHING MOB THEY WONT ATTACK), and maybe add new weapon, those 4 side boomerang thingys
Guardian of the Light
Guys Remember not to make your skills too Godly.
Blind on all Foes in Area !
Remember Blind should cost quite a bit of energy and should only go on one enemy.
Dazed should have a effect that makes it hard to get on like how I put You are easily intrupted while casting this spell.
Remember Alex told us to think outside the box but he didn't want us to blow up the box.
Blind on all Foes in Area !
Remember Blind should cost quite a bit of energy and should only go on one enemy.
Dazed should have a effect that makes it hard to get on like how I put You are easily intrupted while casting this spell.
Remember Alex told us to think outside the box but he didn't want us to blow up the box.
Korg The Unfriendly
I really liked the idea of the primary att. decreasing the size of the agro bubble while increasing speed/attack speed.... or crit. chance
Stance... for x seconds ur attacks have x% armor pen and are critical hits.
Stance... for x seconds u have x% chance to evade attacks... enemys begin bleeding for x seconds if u evade thier melee.
assasinate... this attack has 75% armor pen and will inflict a deep wound
juke... for x seconds target adjacent foe is dazed and has a 66% chance to miss
lurk... for x seconds u move x% slower but are completely undectable... this ends if u breath to hard or are hit by AoE
another backstab.... melee or ranged attack...works only on a foe that does not have u targeted... if this attack hits it has (lots of armor pen) is a crit and inficts a deep wound or bleeding or both.
jab eyes.... target foe is blinded for x seconds...loses his target and cannot target anything
misc skill... the next time target foe uses a skill it targets itself instead (not meaning the skill ends because it cant be cast... instead that foe recieves the dmg or watever) might work not so well or very well with monks...
thats all fer now folks... i hope u liked my ideas wo0t
(i am fully aware that i overuse "...")
Stance... for x seconds ur attacks have x% armor pen and are critical hits.
Stance... for x seconds u have x% chance to evade attacks... enemys begin bleeding for x seconds if u evade thier melee.
assasinate... this attack has 75% armor pen and will inflict a deep wound
juke... for x seconds target adjacent foe is dazed and has a 66% chance to miss
lurk... for x seconds u move x% slower but are completely undectable... this ends if u breath to hard or are hit by AoE
another backstab.... melee or ranged attack...works only on a foe that does not have u targeted... if this attack hits it has (lots of armor pen) is a crit and inficts a deep wound or bleeding or both.
jab eyes.... target foe is blinded for x seconds...loses his target and cannot target anything
misc skill... the next time target foe uses a skill it targets itself instead (not meaning the skill ends because it cant be cast... instead that foe recieves the dmg or watever) might work not so well or very well with monks...
thats all fer now folks... i hope u liked my ideas wo0t
(i am fully aware that i overuse "...")
Eldrig
Quote:
Originally Posted by Korg The Unfriendly
I really liked the idea of the primary att. decreasing the size of the agro bubble while increasing speed/attack speed.... or crit. chance
Stance... for x seconds ur attacks have x% armor pen and are critical hits. Stance... for x seconds u have x% chance to evade attacks... enemys begin bleeding for x seconds if u evade thier melee. assasinate... this attack has 75% armor pen and will inflict a deep wound juke... for x seconds target adjacent foe is dazed and has a 66% chance to miss lurk... for x seconds u move x% slower but are completely undectable... this ends if u breath to hard or are hit by AoE another backstab.... melee or ranged attack...works only on a foe that does not have u targeted... if this attack hits it has (lots of armor pen) is a crit and inficts a deep wound or bleeding or both. jab eyes.... target foe is blinded for x seconds...loses his target and cannot target anything misc skill... the next time target foe uses a skill it targets itself instead (not meaning the skill ends because it cant be cast... instead that foe recieves the dmg or watever) might work not so well or very well with monks... thats all fer now folks... i hope u liked my ideas wo0t (i am fully aware that i overuse "...") |
Aeon_Xin
Quote:
Originally Posted by Guardian of the Light
Guys Remember not to make your skills too Godly.
........... Remember Alex told us to think outside the box but he didn't want us to blow up the box. |
You put the type of leet, 4 level 20 character in account, people will have a tendency to unintentionally blow up the box.
Props to Korg The Unfriendly for using Predetermined/Random value X as a variable. Gets the point of the skill acrost whlie maintaining the humility that he's not an expert at game balance.
I'm going to laugh if/when someone's exact numbers get used, then get nerfed 1 week into the game, due to overpowerage used with other skills. Won't even be able to blame it on game makers.
I also forgot to specifically list stance as something I would not support, as it already exists for warrior(I don't know about other classes), but is WAY inside the box. Also, from a story standpoint, Assassins would be a highly adaptable profession, and would not have "stances". Thinking on their feet and not tanking, more likely to hit and run than to stand there and take abuse. The whole point of an assassin is to have more variety in playing styles, while not having a distinct advantage over another class.
For every uber skill listed, there should be an adequate cost/long recharge, or character flaw(lessened life, lessened energy, lessened armor)
IE:
RandomUberSkill X: Does uber damage, regardless of armor.
Causes exhaustion, ends all current buffs, and resets skillbar(as when a rangers pet dies) Or lowers life by 50% for 5 seconds, things of that nature.
I'm just saying if you're going to get real specific, be realistic also.
thirtypercent
Skill: For Honor
Kill yourself and knockdown surrounding foes. Knockedown foes take 40-70 damage.
Certain type of assasins kill themselves when they know they canot survive.
Kill yourself and knockdown surrounding foes. Knockedown foes take 40-70 damage.
Certain type of assasins kill themselves when they know they canot survive.
Aeon_Xin
Quote:
Originally Posted by thirtypercent
Skill: For Honor
Kill yourself and knockdown surrounding foes. Knockedown foes take 40-70 damage. Certain type of assasins kill themselves when they know they canot survive. |
I know it's not a joke, but I thought it was when I jsut read "Kill yourself" inbetween flicks of my mouse wheel.
Really clever.
Call it Pioson Capsul, or Poison Tooth, maybe.
Or you could use it as a skillset.
Have different levels, One, your dead body is just a diversion. 2 dead body is a diversion and poisons on physical attacks. So on and so forth, using your title last, as a "reformed" Assassin, IE no longer cold blooded mercenary, maybe make it an elite.
Doesn't really explain the knockdown or damage factor, but this is one "magic" thing I wouldn't mind seeing on an assassin. I'm sure the elite skill(For Honor) could have been set in place by a warlock/elementalist. I smell storyline?
You'd have to make it like a rez signet. You can only use once untill you kill a boss. Something like that.
Guardian of the Light
Quote:
Originally Posted by Eldrig
it would be hilarious if a monk was trying to heal their team and just kept healing themselves.
|
Guardian of the Light
Quote:
Originally Posted by thirtypercent
Skill: For Honor
Kill yourself and knockdown surrounding foes. Knockedown foes take 40-70 damage. Certain type of assasins kill themselves when they know they canot survive. |
Boss thas pwning Assassin: "HA HA HA did you think you could defeat ME"
Assassin: "For Honor.....(dies)"
Boss: "Ha he killed himself I wonder y he AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA <Blows up> (dies)"
Guards "AAAAAAAAAAAAAAAAAAAAAAAAAAAa <Blows up> (dies)"
Army Outside "AAAAAAAAAAAAAAAAAa <Blows up> (dies)"
Rest of Party "......WOOT WE WON"
Monk on team " Now I'll Res Him"
But theres a Problem: Resmer + Sac ninja + Minion Master.... hmmm
Xue Yi Liang
revised from above:
Coma: Enchantment. For the duration of this spell if the Assassin's health falls below 25%(?) of maximum health the Assassin will lapse into a coma simulating death for x# seconds. After that time passes the Assassin will instantly "ressurect" with 50%(?) health and 50%(?) energy and losing any conditions, hexes or enchantments. No death penalty is incurred for a coma.
Coma: Enchantment. For the duration of this spell if the Assassin's health falls below 25%(?) of maximum health the Assassin will lapse into a coma simulating death for x# seconds. After that time passes the Assassin will instantly "ressurect" with 50%(?) health and 50%(?) energy and losing any conditions, hexes or enchantments. No death penalty is incurred for a coma.