Are assassins crappy to play? If yes, what should we do?

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Eld
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Re: Are assassins crappy to play? If yes, what should we do?

Postby Eld » Thu Mar 16, 2017 4:14 pm

Lots of strong ideas in here and so far noone saying Assassins are fine as they are (albeit with a small sample size)


Out of the ideas proposed so far my favourites are:

1. Have /hide, then a delay before you can attack. This gives people the chance to /search you out as now and shouldn't make assassins any more powerful/weaker than they are now, assuming the delay isnt too long/short.
2. Interesting idea to change /track to act more similarly to how /stalk used to.
How about we keep /track as it is, and reintroduce /stalk?
3. Infravision should be either altered entirely or reduced on some levelling monsters as being found straight after hiding is a bit ridiculous
4. We should definitely introduce the /sneak command from rok, so you can sneak one square at a time. This was great for avoiding dragging monsters and just generally being a sneaky bastard misdirecting people.

Finally, interesting post about what skills Assassins have in D&D, there could be a lot of potential for cool ideas taken from there.
However i vaguely remember something from rok where i think poison could be applied to daggers but then it was promptly removed afterwards?
(i think due to the poison/double death bug that DM never bothered fixing)

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daedroth
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Re: Are assassins crappy to play? If yes, what should we do?

Postby daedroth » Thu Mar 16, 2017 4:49 pm

Folder wrote:Cooldown based skills could go a long way but not sure NH wants to get into that at this time.

Not as much of a fan of the attack > wait because what happens if your target moves? I think attacks should happen right away otherwise its gonna feel goofy.


Yeh, thats what I thought, but then you just hit something/someone else. It is sorta like when you jump out, jump in hide and your target has moved or died anyway.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Rael
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Re: Are assassins crappy to play? If yes, what should we do?

Postby Rael » Thu Mar 16, 2017 5:13 pm

also if you hide then wait most of the time the npc will find you making it even harder to lvl. would be worse if lvling solo

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daedroth
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Re: Are assassins crappy to play? If yes, what should we do?

Postby daedroth » Thu Mar 16, 2017 5:23 pm

Rael wrote:also if you hide then wait most of the time the npc will find you making it even harder to lvl. would be worse if lvling solo


Now thats a good point.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Eld
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Re: Are assassins crappy to play? If yes, what should we do?

Postby Eld » Thu Mar 16, 2017 5:45 pm

Rael wrote:also if you hide then wait most of the time the npc will find you making it even harder to lvl. would be worse if lvling solo


Good point.
This gives even more reason to fix infravision, maybe make it so that infravision cannot find an assassin for the first 1.5 seconds after they hide?

Rael
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Re: Are assassins crappy to play? If yes, what should we do?

Postby Rael » Fri Mar 17, 2017 1:16 am

if that was the case that you can not be found for lets say 1.5 seconds it would need to only effect npc's. They mainly suck to lvl because of the movement.
instead of messing with the mechanics of assys what about a sword bonus. in rok most everyone lvled one with a sword but it does not work so well in ember. If they where to get a sword bonus it would make them much easier to lvl and make them useful for alot of oads. have them hit somewhere between a guard and cav. Or even only a bonus when using 2 handed swords ect, idk just a idea. Lore does not really support this tho but who says all slayers only kill there targets while hiding lol.

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Eld
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Re: Are assassins crappy to play? If yes, what should we do?

Postby Eld » Fri Mar 17, 2017 1:23 am

At the moment each monster has an infravision setting from 1 to 100.
The higher the number the more likely they are to find a hidden character.
This seems much stronger than it was in rok, so much so that a NPC can find assassins immediately after they've hidden.

I agree that this change should have no affect on a player's ability to search for hidden rogues.

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Styx
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Re: Are assassins crappy to play? If yes, what should we do?

Postby Styx » Fri Mar 17, 2017 3:24 am

I don't suggest changing infra vision. It's class specific and should be kept cause it's the traight they gain.

I don't like the track in some ways cause then in pvp mosh people would just track right off the bat boom 15 sec , then people die, oh wait that's supposed to happen. But if you do that then use a flash pot or something to blind them so they are stunned, no flash pot no blind no 15 sec

Rodeo
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Re: Are assassins crappy to play? If yes, what should we do?

Postby Rodeo » Fri Mar 17, 2017 1:07 pm

Assassin should regain stam back at double the rate but hit much lower with 2 swords equipped as to make them speed dps instead of burst (backstab). 2 different setups for the same class it also makes them viable on oads and then builders wouldn't have to think about putting backstab areas into oads.

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Styx
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Re: Are assassins crappy to play? If yes, what should we do?

Postby Styx » Sat Mar 18, 2017 4:17 am

The rogue has the ability to deliver a sneak attack whenever an opponent loses its Dexterity bonus to Armor Class (i.e., when the opponent is flat-footed or flanked or cannot see the rogue). The rogue can then take advantage of this momentary weakness to strike at a vital part of the anatomy (provided the creature has a discernible enough anatomy to suffer a critical hit). This ability was formerly a "backstab," which made it difficult to define when it might be applied in open combat. Allowing flanking (attacking while a teammate is on the opposite side of the target to create a sneak attack) makes the rogue deal a great amount of damage.

Copy and paste from dnd books, this could be assumed that a Thief or assassin can hide or flank an opponent on the same square

Therefore I suggest /flank player

And in order for it to be open combat it would be on the same square.

Time delay or which ever else is ya all choice .


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