Feedback talk:User/Dark Morphon/Increasing Assassin utility
The thing i noticed about some of these the most was the no pre-req and counts as an offhand attack. This is the same problem that palm strike is right now, and its an elite skill, so giving that functionality to regular attacks (even though they wouldnt be unblockable like PS) would throw off balance completely. I like the idea tho. Da Sonic Saturday 14:06, 10 October 2009 (UTC)
- The only thing I changed for these skills is that they do something when they don't meet the conditional (for example, unconditional Poison on Falling Spider) and do more and count as an Off-hand Attack if they do meet it. It is therefore not an unconditional Off-hand Attack. Dark Morphon 09:51, 13 October 2009 (UTC)
- I proposed something similar elsewhere around being able to skip attack steps in the usual Lead-Off-Dual chain for fulfilling requirements. So, if you fulfill the condition on certain lead attacks they'd counts as an off-hand, allowing you to go immediately to your dual attack. Certain off-hands could count as dual attacks when their condition is fulfilled, adding damage and doubling the secondary benefit of fulfilling the condition. This only really adds a minor level of complexity, but it at least means you'd have to think about the next attack button you press rather than just queueing up your attack skills until one of them misses. Skills would obviously require rebalancing, new functions, etc. Mr J 10:22, 13 October 2009 (UTC)
- assassins have utility, they have huge amounts of utility... they dont have survivability... thats why they are rarely played as frontliners -Talamare- feedback 14:42, 13 October 2009 (UTC)
- I thought this page was more about amending assassin skills so aren't played by smacking yourself in the face with the keyboard? Didn't know we were talking about making them frontliners. Mr J 15:02, 13 October 2009 (UTC)
- Assassins have plenty of utility - snares, interrupts, disables, knockdowns, degens, enchant removals etc etc... they dont need to be used as spikers... they can be pressure/utility style and still be able to spike fairly well... their not used however because they die fast when trying to front line... their melee so theres no point in putting them in midlines... also R/A is weaker then a normal assassin with similar build... only reason they became insanely popular is survivability -Talamare- feedback 16:03, 13 October 2009 (UTC)
- My balances are aimed to make Assassins good on splits and slightly better than Warriors on spikes (because of their Shadow Steps), but not nearly as good at pressuring as Warriors can. Instead, in the downtime of their attack skills, they are provided with utility much in the style of Rangers, but weaker. Of course, 123456 combo's have to go. Dark Morphon 16:28, 14 October 2009 (UTC)
- Assassins have plenty of utility - snares, interrupts, disables, knockdowns, degens, enchant removals etc etc... they dont need to be used as spikers... they can be pressure/utility style and still be able to spike fairly well... their not used however because they die fast when trying to front line... their melee so theres no point in putting them in midlines... also R/A is weaker then a normal assassin with similar build... only reason they became insanely popular is survivability -Talamare- feedback 16:03, 13 October 2009 (UTC)
- I thought this page was more about amending assassin skills so aren't played by smacking yourself in the face with the keyboard? Didn't know we were talking about making them frontliners. Mr J 15:02, 13 October 2009 (UTC)
- assassins have utility, they have huge amounts of utility... they dont have survivability... thats why they are rarely played as frontliners -Talamare- feedback 14:42, 13 October 2009 (UTC)
- I proposed something similar elsewhere around being able to skip attack steps in the usual Lead-Off-Dual chain for fulfilling requirements. So, if you fulfill the condition on certain lead attacks they'd counts as an off-hand, allowing you to go immediately to your dual attack. Certain off-hands could count as dual attacks when their condition is fulfilled, adding damage and doubling the secondary benefit of fulfilling the condition. This only really adds a minor level of complexity, but it at least means you'd have to think about the next attack button you press rather than just queueing up your attack skills until one of them misses. Skills would obviously require rebalancing, new functions, etc. Mr J 10:22, 13 October 2009 (UTC)
<line reset> I am dead set against giving sins even more power. Properly built (and played), they are one of the most overpowered classes in the game. Problem is, most people want to frontline them or be SuperSin, and it just doesn't work that way. I agree with making speedy button mashing combos go away. If you wanna button stomp, go to console games and leave the skilled playing to the rest of us. Nay the One and Only 18:58, 14 October 2010 (UTC)