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Re-work Assassine

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Pikemanbad
Vào ngày 8/5/2022 lúc 07:37, Overlady nói:

Những vấn đề bạn đã cập nhật là nội dung của nhân vật và không thể giải quyết chỉ bằng cách thay đổi giá trị. Các bản cập nhật trước đây, chúng tôi đã mang đến một số bổ sung mới cho sát thủ để làm cho cô ấy nổi bật hơn một chút. 

Tái bút . Về Pikeman, truyền thuyết của anh ta là phong cách chiến đấu của anh ta đến từ một bộ binh đánh thuê làm việc cho vương quốc 

Pikeman solo not summon mod

Def,hp 

Skill AOE small very difficult pve

While the pkm weapon is big and long but the ranger is small.

Team party not position for pkm.

Pkm is die

 

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moobie1988
2 hours ago, aruchan said:

Right now we are in the middle. Neither great at dealing reliable burst or tanking.

 

I would vote for us to stay squishy like now. But give us more atk rtg and burst damage. Assassins should be squishy. But our damage isnt comparable to the top classes. There are plenty of issues to talk about but tweaking damage/atk rtg here and there would defo help. 

 

Hi @Overlady

 

The problem for Assassins is actually the fact that All The other Classes can all use 1 hand and shield,  Boosting their defenses making it difficult for assassins to deal damage. Also fighting head on would just be waiting to land a decent damage on Assassin to knock them out. They dont even need to switch to 2 hand because that is the only time they would be vulnerable enough for Assassins to take them out. For Brawler class they have otara challenge to knock off some of the blocking capacity of shields so they dont have that problem. I would suggest to add small Penetration on Wisp to help Assassin Deal with shielded opponents. If possible or adding another passive skill factor in hitting opponents consecutively that would deal increase in hit rate or lowers the targets block.

 

Kind Regards,

 

 

 

 

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aruchan
1 hour ago, moobie1988 said:

 

Hi @Overlady

 

The problem for Assassins is actually the fact that All The other Classes can all use 1 hand and shield,  Boosting their defenses making it difficult for assassins to deal damage. Also fighting head on would just be waiting to land a decent damage on Assassin to knock them out. They dont even need to switch to 2 hand because that is the only time they would be vulnerable enough for Assassins to take them out. For Brawler class they have otara challenge to knock off some of the blocking capacity of shields so they dont have that problem. I would suggest to add small Penetration on Wisp to help Assassin Deal with shielded opponents. If possible or adding another passive skill factor in hitting opponents consecutively that would deal increase in hit rate or lowers the targets block.

 

Kind Regards,

 

 

 

 

I like this suggestion. Adding penetration to wisp debuff. What Lazy has said is right. Any melee class who knows how to fight against Ass would just go 1H + Shield all the way and it would be impossible for us to beat them. We need something to penetrate their defense/block. More atk rtg would definitely be helpful. Theres plenty of areas to start if we want to buff this class. Also like what Overlady mentioned the animation or total recovery frames could be reduced so we have more survivability.

 

 

Edit: with regards to Wisp. Right now its a defensive debuff with a long cooldown. I think adding some offensive traits like penetration or extra atk rtg would suit the class identity even more. I would say Assassins are definitely more for offense than defense.

Edited by aruchan
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moobie1988
1 hour ago, Overlady said:

@moobie1988 , it is not a bad idea at all, but I think precision can fill assassin playstyle better than perforation.

 

Anyway, you guys can have a sneak peak of assassin reworked frames. With adjusted Inpes speed, assassin can now use one to two more skills every 160 second compared to before.

(You also have a better feedback to use potions ?.)

 

 

 

 

 

Sounds great @Overlady precision I think would help also. Looking forward to your tests. Is it also possible to increase the range dash of finishing blow to 120 similar to ninja shadow so when Assasins do a ninja shadow backflip they could follow up on a finishing blow rather than walking a few steps forward before being able to cast finishing blow?

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aruchan
5 hours ago, Overlady said:

@moobie1988 , it is not a bad idea at all, but I think precision can fill assassin playstyle better than perforation.

 

Anyway, you guys can have a sneak peak of assassin reworked frames. With adjusted Inpes speed, assassin can now use one to two more skills every 160 second compared to before.

(You also have a better feedback to use potions ?.)

 

 

 

 

As long as the recovery frames are quicker and we are as quick as we were suppose to be then this would be a great change. So far this looks promising.

 

 

Also to add on, can you consider buffing Soul Shock? Every other AOE stun affects targets around them. Not just in front of them. Its usually used as a panic button to get out of sticky situations.  There is no hitbox on the back if we use it with our back facing our enemies. Making it harder to use compared to every other stun in the game. I would suggest it to make the AOE wider covering the back of Ass too (like FS and KS)

Edited by aruchan

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Overlady
9 hours ago, aruchan said:

As long as the recovery frames are quicker and we are as quick as we were suppose to be then this would be a great change. So far this looks promising.

 

 

Also to add on, can you consider buffing Soul Shock? Every other AOE stun affects targets around them. Not just in front of them. Its usually used as a panic button to get out of sticky situations.  There is no hitbox on the back if we use it with our back facing our enemies. Making it harder to use compared to every other stun in the game. I would suggest it to make the AOE wider covering the back of Ass too (like FS and KS)

Both Soul shock and Shadow Bomb area is a circle in the front of the character, not around, so you have some extra range.

I can add the option to make it follow the cursor position to our future balance list ?

 

12 hours ago, moobie1988 said:

 

Sounds great @Overlady precision I think would help also. Looking forward to your tests. Is it also possible to increase the range dash of finishing blow to 120 similar to ninja shadow so when Assasins do a ninja shadow backflip they could follow up on a finishing blow rather than walking a few steps forward before being able to cast finishing blow?

Ninja Shadow retreat will be increased, I don't think it is possible anymore.

 

 

Best,

Overlady

Edited by Overlady
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aruchan
1 hour ago, Overlady said:

Both Soul shock and Shadow Bomb area is a circle in the front of the character, not around, so you have some extra range.

I can add the option to make it follow the cursor position to our future balance list ?

 

Ninja Shadow retreat will be increased, I don't think it is possible anymore.

 

 

Best,

Overlady

That would be a lovely change. Make it follow the cursor position instead of casting it right in front regardless of where you are facing. Thanks for taking our suggestions seriously. Best GM ever ❤️

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moobie1988

@Overlady would it be possible to make some Assassins skills usable on 1 hand dagger for example, Deception, Wisp, Inpes and Soul Shock? It would greatly help in the survivability of Assassins in reloading their skills for another try at attacking.

 

Kind regards,

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aruchan
1 hour ago, moobie1988 said:

@Overlady would it be possible to make some Assassins skills usable on 1 hand dagger for example, Deception, Wisp, Inpes and Soul Shock? It would greatly help in the survivability of Assassins in reloading their skills for another try at attacking.

 

Kind regards,

I think reducing the active frames for all debuffs/buffs would help plenty already. I feel like the issue is its cast time is too long. The quicker the animation, the better our survivability. No need to make it castable with 1h dagger. 

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moobie1988
10 hours ago, aruchan said:

I think reducing the active frames for all debuffs/buffs would help plenty already. I feel like the issue is its cast time is too long. The quicker the animation, the better our survivability. No need to make it castable with 1h dagger. 

With regards to buffs and debuffs I think it would be too much if animations are reduced. The animations are also what makes the class unique so we would lose that if we cut too much frames. So I would still ask if it is possible while other class are allowed to buff and debuff using 1hand.

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aruchan
14 minutes ago, moobie1988 said:

With regards to buffs and debuffs I think it would be too much if animations are reduced. The animations are also what makes the class unique so we would lose that if we cut too much frames. So I would still ask if it is possible while other class are allowed to buff and debuff using 1hand.

Doesn't have to outright remove animation. Just hasten the entire animation would be fine. Like for example casting Wisp takes 2 seconds before you can make another move. Thus rendering us exposed and in danger for 2 seconds because we cannot move at all. If we hasten the animation of casting Wisp to 1.5 seconds, this would greatly increase our survivability without jeopardizing the class identity. 

 

TL;DR, SPEED THINGS UP!

Edited by aruchan

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TigerShark22

Increasing the backwards dash range and speeding up the animation seems great.

Considering the rework on fire bomb and poison, which they will upgrade it's % to start a DOT damage, and give it some more distance, and in addition to all of that, we will be able to cast stun/shadow bomb as a circle around us, it would be great.

 

I dont think we need casting skills with 1h,  we can have some things in exchange for being so squishy, so it fits assassin's profile, hence it's good.

Edited by TigerShark22

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moobie1988

@Overlady

 

Good day GM,

 

As we are trying to improve the Assassin Class. With your approval and the community is it possible to increase the Retreat Distance of Ninja Shadow to the range of 200-250 as it is the dash range of Assassins I think it would be great for the Class to be able to retreat to the same distance. Also for PVE the Increase of Poison Chance for pollute would help however would still not guarantee a successful poison effect on a mob. It would be better to return it to a spammable skill and slightly higher poison chance. 

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moobie1988

Hi Gm @Overlady ,

 

Is it possible for the team to look at Ninja Shadow their is a delay when it is used. When the Assassin jumps back and lands. It pause for a period of time that the distance covered by the retreat is negated due to the pause.

 

Can the transition from landing and running a away be smoother than pausing?

 

kind regards,

-[Lazy]-

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Overlady
On 8/4/2022 at 1:03 PM, moobie1988 said:

Hi Gm @Overlady ,

 

Is it possible for the team to look at Ninja Shadow their is a delay when it is used. When the Assassin jumps back and lands. It pause for a period of time that the distance covered by the retreat is negated due to the pause.

 

Can the transition from landing and running a away be smoother than pausing?

 

kind regards,

-[Lazy]-

Ninja shadow animation won't be altered anymore, but we are looking into the idea of letting players control animation frames in real time. I'm unable to share more information at this time because the project is still in its early stages. 

 

Best, Overlady.

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moobie1988
11 minutes ago, Overlady said:

Ninja shadow animation won't be altered anymore, but we are looking into the idea of letting players control animation frames in real time. I'm unable to share more information at this time because the project is still in its early stages. 

 

Best, Overlady.

 

 

Sounds interesting. However, this might take awhile. But i think it would bring more dynamics to the game.

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huyho
On 5/8/2022 at 7:37 AM, Overlady said:

These problems you mentioned are intrinsic to the character and cannot be solved only by changing the values. Past updates we brought several new modifiers for assassin to make her stand out a bit more. 

PS. About Pikeman, his lore is that his battle style comes from a mercenary infantry that works for the kingdom of Ricarten.

 

Assassin will get a Attack rating boost next patch ?

The character playstyle is a bit different from pikeman. It is all about doing a combo, and if you don't kill the target it is time to retreat and try again, instead of direct combat such as other melees.

Particularly, assassin is one of my favorite characters in PvP, especially if you know how to use wisp, dash and retreat at the right time.

 

Best,

Overlady

GM let me ask, how does Wsip skill work in PVE??? And it with soul shock skill, which one will be more useful?
Thank for reading and rely!

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aruchan
1 hour ago, huyho said:

GM let me ask, how does Wsip skill work in PVE??? And it with soul shock skill, which one will be more useful?
Thank for reading and rely!

Wisp will reduce attack rating in PVE. So its useful against monsters or bosses who hit hard. Soul Shock is pretty useless in PVE. 

 

Overall if you want to PVE you would pick Wisp and/or Stinger instead of Wisp and/or Soul Shock. The latter would be more suitable for PVP of course.

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moobie1988
On 6/29/2022 at 12:32 AM, Overlady said:

@moobie1988 , it is not a bad idea at all, but I think precision can fill assassin playstyle better than perforation.

 

Anyway, you guys can have a sneak peak of assassin reworked frames. With adjusted Inpes speed, assassin can now use one to two more skills every 160 second compared to before.

(You also have a better feedback to use potions ?.)

 

 

 

 

 

 

Hi @Overlady

 

Any update with regards to adding Precision to Assassin or Penetration to help the class?

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Overlady
28 minutes ago, moobie1988 said:

 

 

Hi @Overlady

 

Any update with regards to adding Precision to Assassin or Penetration to help the class?

Hey There!

 

I didn't say we would immediately put it into action when I said it was a good idea.
We don't have any major changes planned for Assassin beyond the upcoming rework in Shadow Bomb. 

 

Best,

Overlady

Edited by Overlady

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moobie1988
4 hours ago, Overlady said:

Hey There!

 

I didn't say we would immediately put it into action when I said it was a good idea.
We don't have any major changes planned for Assassin beyond the upcoming rework in Shadow Bomb. 

 

Best,

Overlady

 

 

I see, No problem. As everything here, in due time things get implemented. 

 

Kind regards,

 

 

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Neither

Do we get some new prior to this discussion ?

bump

@Overlady

Edited by Neither

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