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Old Nov 16, 2005, 05:42 AM // 05:42   #301
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I think it sounds/looks a lot like the DII Assassin, like others have said.
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Old Nov 16, 2005, 05:52 AM // 05:52   #302
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Quote:
Originally Posted by Seissor
Rich ppl hire assassins? 0_o because in some parts of the world it costs 200 dollars US to have someone walk up and shoot someone else in the face.

Assassins are employed by anyone with the need.
Uhm..

Quote:
n its most common use, assassination has come to mean the killing of an important person. An assassin — one who carries out the assassination — is usually motivated by ideological or political reasons. Other motivations may be money in the case of a hitman; opposition to a person's beliefs or belief systems in the case of a fanatic; orders from a government that are often carried about by a subversive agent such as a spy; or loyalty to a competing leader or group.
From: http://en.wikipedia.org/wiki/Assassin

I dunno, I wouldn't call someone who is hired to kill someone for $200 an assassin.
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Old Nov 16, 2005, 06:11 AM // 06:11   #303
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my summary: from the concept art and the story we have:

a new profession called asassin:
primary attribute: shadow mastery
secondary attributes: hand to hand combat, off hand wield, thrown weapons

shadow mastery: not gonna call it stealth because of the kneejerk reactions that gets so since the text article says that it affects the light, lets call it 'distortion' or 'obscuration' or even shadow mastery. as a primary, lets speculate that it will have decrease to 'chance to hit' on all attacks directed at the target but probably no dmg reduction if an attack hits.

off-hand wield: she is handed 2 swords a large and small one, this probably going to be off-hand wield instead of full dual wield, think more like 'left-axe' in midgard daoc than dual wield in alb and hib daoc, and probably going to be limited to swords only.

hand to hand: the knifes in her hands looks like she will punch with them. so i am still betting on hand to hand combat possibly just 'knife fighting'.

thrown weapons: the sheath at her wrist is definately throwing knives. perhaps will include darts.

the land she is in is a trade hub, perhaps home of the xunlai storage agents? hopefully will introduce a consignment system as opposed to an auction system.

does this mean that we can hire asassins to take out guild leaders? will her hometown be an open pvp zone where an asassin could approach a guild leader just off the boat, attack and have a chance at success?
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Old Nov 16, 2005, 06:24 AM // 06:24   #304
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plumber - been done... just look at my avatar
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Old Nov 16, 2005, 06:46 AM // 06:46   #305
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As it stands now (I.E. not knowing hardly anything except the basic concept and how ANet has designed the other classes), I think the Assassin could be a very interesting class to play as. Personally, I could care less about dual wielding of weapons but have my own ideas as to how the Assassin should be played. I'll give you a quick run-down of them here:

Attributes:

Evasion (primary only): Increases run speed by 1% per level and makes skills that involve dodging and escape more effective

Melee (daggers, knives, short swords, etc.): Increases damage dealt with melee weapons and effectiveness of counterattacks

Missile (throwing knives, darts, shuriken, blowguns, etc.): Increases damage done with missile weapons and the effectiveness of skills involving their use

Provision: Increases effectiveness of healing skills and other techniques that supplement combat

Armor:

AL: 65-70 with a small boost (10?) vs. Physical attacks

Energy:

4 pips but no foci or energy increasing items created for the Assassin class

Play Style:

The Assassin will rely on a series of condition causing attacks and counterattacks that impede the enemy but don’t last long requiring them to renew them relatively frequently.

Melee attacks won’t have much as far as bonus damage but should cause conditions that impede their target’s effectiveness (Ex. Face Rake – If this attack hits, target foe takes X damage and is blinded for X seconds or Knee Strike – If this attack hits target foe is crippled for X seconds or Deadly Feint – If this attack hits, target foe begins bleeding for X seconds. This attack cannot be “Blocked” or “Evaded” or Headbutt – If this attack hits, all your target’s skills are disabled for 1-3 seconds) Another aspect of melee combat would be counterattacks which would rely on your opponent attacking in order for you to use the skill (Ex. Throw – For 5 seconds, block the melee attack you are hit with. If an attack is blocked, the attacking foe takes X damage and is knocked down or Cross-counter: For 5 seconds evade the next melee attack that would hit you. Attacking foe takes +X damage or Sweep – For 5 seconds you evade the next melee attack that would hit you. If you evade an attack in this way, the attacker becomes crippled for X seconds). These stances would of course have a reasonable reset time so that they cannot be spammed.

Missile attacks will have a short range (roughly that of Ice Spear or Point Blank Shot) and won’t do as much damage as melee attacks but will but will focus more on interrupts and other condition causing attacks (Ex. Headshot – Interrupt target foes action. If that action was a spell the target becomes dazed for 3-5 seconds or Thigh Strike – if this attack hits, target becomes crippled for X seconds or Dust Bomb – if this attack hits, target becomes blinded for X seconds.) These attacks would have slightly faster reset times allowing the Assassin to keep applying them as necessary until their energy runs out.

The Provision skills will truly allow the Assassin to cause problems. Skills under this category should include some sort of healing skills along with preparations or attacks that cause health degeneration or some other combat related debuff. These skills will apply to both melee and missile attacks (Ex. Poison Blade – If your next attack hits, struck foe becomes poisoned for X seconds or Soothing Blade - If your next attack hits, struck foe suffers from weakness for X seconds or Serrated Blade - If your next attack hits, struck foe suffers from bleeding for X seconds or Acid Blade - If your next attack hits, struck foe’s attack speed is reduced by X% for X seconds.) Examples of healing skills may include Tourniquet – If touched target ally is suffering from bleeding, they stop bleeding and Tourniquet replaces bleeding for the reminder of the condition. While under the influence of a Tourniquet, combat and movement speed are reduced 20% or Healing Tonic – Regain X health. Other miscallenious skills that might be included under this attribute might be something like Chokehold - For X seconds touched target foe cannot move or use skills but neither can you.

Evasion will allow for the Assassin to get in close enough to their targets to do their damage with minimal risk. There should be skills that allow for both projectile and melee evasion (though not at the same time) along with maybe 1 or 2 speed increasing (running) skills. An elite skill that might fit into this category could be a stealth/camouflage skill that made the user partially transparent for X seconds, removed their blip from the radar and shorten the agro range of nearby monsters to that character. The skill should end prematurely if the user moves from the point of casting.

Sorry if this bored anyone, but I think that this is basically how the Assassin should play out in my opinion. I would also be nice if the beginning of the PvE game was different but maybe tied into the original story line along the way if there isn’t enough content to max out the character in the new areas (around Lion’s Arch maybe?).

Besides this, I think the other ideas of a Telekinetic/Clairvoyant, Shape Shifter or Alchemist would be interesting additions to the game as well.

Last edited by Turbo Wombat; Nov 16, 2005 at 06:53 AM // 06:53..
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Old Nov 16, 2005, 08:01 AM // 08:01   #306
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PvE for Assassin would suck. PvP for assassin would suck. Assassin in general would suck. It's been done way too many times. Finding out that this character is confirmed really upset and annoyed me.

I really hope that this is all a scam =P
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Old Nov 16, 2005, 08:23 AM // 08:23   #307
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Quote:
Originally Posted by Eet GnomeSmasher
Meh, it would be easy to balance dual weilding knives (not existing single handed weapons) It would be faster but lower damage of course. Just like how bows and hammers are more damage but slower.

Dual weilding is only a problem if it involves weapons that are intended for one hand only....


All the better for empathy and spiteful spirit. I like dual weilding already.

Quote:
Originally Posted by SALESMAN
oooh cant wait cant wait! I think the assasin will be cool and no it wont be the only new profession an yes there will be other races or least im sure ive read that somewhere on gw official.. and they also said something about more charact slots.

Only 3 months till we find out anyhow! =D

Just shut up.



Quote:
Originally Posted by Roza
I would also love a spear/lance wielding character that would make positioning more important in the game. Like being able to assume defensive stances (like 'setting' a spear) that will knock over wars that attempt to rush by and cause some serious damage, together with slow but powerful short range spear throwing attacks. The spearman is a key tactical unit in militairy history after all. And we need a bit more diversity when it comes to melee tactics.
Amen on the speak/pikeman. I'd like to see something like this also, or another caster.. but then again, there are a lot of those already.



Quote:
Originally Posted by Aracos79
And I know that necros are the "summoners" right now, but I think a more dedicated summoner would be great for a new casting class. Preferably with summons that don't automatically die after a certain amount of time.
Quote:
Originally Posted by deolmstead
Sorcerer (calls on spirits to do bidding - interesting thought here - the different attributes could go dark/light, so you could have one class go with "good" spirits for healing to complement a monk, or "evil" to do damage)

My thoughts on this are simple. Add these skills to the necro class and come up with something better for the next class. If necros don't need corpses for some of their skills, I'm sure no one's going to have a heart attack over it.



Quote:
Originally Posted by Goonter
Im going to speculate on what the next class could be if not a shapeshifter.

I just recently noticed that the destruction that was summoned upon ascalon by the charr where blue crystal meteors. (I know, Im late) This fits well with the Mursaat and Seer in that it looks as if this game is flirting with aliens and technology from outerspace.
So the next class will reflect "other worldly" abilities with skills that suggest telepathy, telekinesis and psionic powers.
It will be called Clairvoyant or something. Of the professions, this would will be a little more mysterious in origin.

And speaking of origins, Ms. Gray if your still modatering this thread for suggestions, it would nice if the writers put much more effort into the cultures and origins of the classes in GWs, in the game.
It is mostly absent in the first chapter.

....you know, a little history on the booming acceptance of necromancy in tyria, or the elite society of mesmers that opperates with 2 faces, one public and one secret, or the training camps to produce battle ready monks.
Warriors can probably come directly from military resources, elementist come from schools that train people with magical aptitude (I think this is suggested in Cynns background story) and rangers maybe come from a group of highly trained hunters that have adapted thier survival skills into combat skills.

Maybe more clues are hidden that I missed (like I missed the blue meteors) but I havent heard any talk of it. So it would help if its more obvious if its there.

I love your ideas, I can only hope anet reads your post.



Quote:
Originally Posted by deolmstead
Plus, after doing it three times, I would REALLY not want to go through PvE again. And I don't belive in running.

I pray that, in the next chapter, there is an alternate route to ascension, so I never again have to deal with THK, Elona Reach, Ruins of Surmia, ANY of the fire island missions...
All I have to say is, sucks for you. If you're too lazy, then why do you want a new character anyway? They should just put the level 20 button back in.


Quote:
Originally Posted by Mordakai
I'm not sure they'll give Adrenaline Skills to Assassins or leave it Warrior only.

Still, there needs to be some ways to trigger "critical hits" (besides Striking from Shadows, or whatever), so maybe Adrenaline will carry over...

Adrenaline is implemented as soon as you equip an adrenal skill. Put rush on your elementalist, and you'll see. They can't just get rid of adrenaline for a new class.. or .. maybe they could. Who knows what Anet has in mind.

For the record, I really was hoping Anet would just forget about stealth classes, but oh well. Can't change it now. I won't be a b!itch and complain, I'll just abuse the new class as best I can.


To those who challenged someone to come up with a unique class, I believe Mistress Develion already posted a response, but I'll post mine here that I've been thinking of recently.


I don't know what I'd call it, but the proffesion would use wires as weapons, and metalic claws for close range,maybe somewhat like a deadly trapeze artist. That's right. Think of a very high dextesity character, that has major snare moves and mob control. Maybe something with high aoe damage from shards of metal. You'd be able to entangle/strangle enemies, and avoid conditions such as knock downs with your own skills, aka, being in the air. While you're in the air you'd have some sort of penalty, say maybe 33% more from air magic or something. Of course there'd be something to increase your movement speed by swinging around. The armor would be metalic, but not too heavy looking. Lots of spikes though.
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Old Nov 16, 2005, 08:27 AM // 08:27   #308
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Quote:
Originally Posted by .defekt
I swear to god, if they introduce an Assassin into the game, I'll quit GW forever. Please GW, don't sell out.
bye bye .defekt
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Old Nov 16, 2005, 08:36 AM // 08:36   #309
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.defekt, I'd love to take over your account for you. I don't care if you sell everything on ebay, I just need more character slots. PM me please.
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Old Nov 16, 2005, 08:51 AM // 08:51   #310
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My thoughts now ive thought about it a little more.

Well i was hoping for something different, but as i and others have said. There is very little left to do that the other classes cant do, considering the way we can mix primary and secondarys.

So think of it as a bonus class, and remember you dont HAVE to play that charachter.
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Old Nov 16, 2005, 09:21 AM // 09:21   #311
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Quote:
Originally Posted by aron searle
So think of it as a bonus class, and remember you dont HAVE to play that charachter.
That kind of misses the point. It's not that we don't want to play an assassin, it's that we don't want to see anyone else playing them either. Now, I know that sounds really vindictive and pointlessly unkind, but... well, let me try a hypothetical.

Suppose that Anet decided to add a Clown profession. They wear brightly-colored, polka-dotted armor with oversized shoes, and their helmets are different varieties of orange wigs and facepaint. They wield rubber chickens and attack from range by hurling pies. I'm sure some people would love to play as a clown in Tyria, but I also think a fair number of people would like Guild Wars rather less if they kept seeing clowns in the cities and outposts and had to play against clown teams in PVP.

This is a ridiculous and extreme hypothetical, of course. But the point is, to some of us who are a bit tired of Real Ultimate Power, putting ninjas - or wannabe ninjas who wear bikini tops instead of black pajamas and have a different name - into Guild Wars is akin to putting in clowns, if not quite as bad.

That's not to say that assassins couldn't be implemented in some cool, innovative, not-the-played-out-ninja-thing way. But some of us are pessimists about these things.
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Old Nov 16, 2005, 09:51 AM // 09:51   #312
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Without reading all 300+ posts, I think this is the stupidest idea for a new class ever. Every ANet nerf seems to be trying to force people from playing solo. Yet they plan to introduce a class that has been historically a lone figure? Are the Devs really that retarded? Sounds like they just caved to the vocal, clueless masses posting here,and on other forums.

At least it's not a friggin pirate.
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Old Nov 16, 2005, 09:57 AM // 09:57   #313
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hahahaha clown teams, i play with regular clown all the time, its called pve.
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Old Nov 16, 2005, 10:09 AM // 10:09   #314
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Quote:
Originally Posted by NatalieD
That kind of misses the point. It's not that we don't want to play an assassin, it's that we don't want to see anyone else playing them either. Now, I know that sounds really vindictive and pointlessly unkind, but... well, let me try a hypothetical.

Suppose that Anet decided to add a Clown profession. They wear brightly-colored, polka-dotted armor with oversized shoes, and their helmets are different varieties of orange wigs and facepaint. They wield rubber chickens and attack from range by hurling pies. I'm sure some people would love to play as a clown in Tyria, but I also think a fair number of people would like Guild Wars rather less if they kept seeing clowns in the cities and outposts and had to play against clown teams in PVP.

This is a ridiculous and extreme hypothetical, of course. But the point is, to some of us who are a bit tired of Real Ultimate Power, putting ninjas - or wannabe ninjas who wear bikini tops instead of black pajamas and have a different name - into Guild Wars is akin to putting in clowns, if not quite as bad.

That's not to say that assassins couldn't be implemented in some cool, innovative, not-the-played-out-ninja-thing way. But some of us are pessimists about these things.
What a load of tosh, seriosly comparing clowns to assasins.

They will make them balanced, you dont have to play them and others do want to.

Give me a GOOD reason that assasins shouldnt be introuduced other than you dont want to see them.

clowns
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Old Nov 16, 2005, 10:53 AM // 10:53   #315
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why are ppl writing of the assassin when we dont even know what the heck its role is supposed to be or its skills..
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Old Nov 16, 2005, 11:14 AM // 11:14   #316
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more importantly, why isn't anyone as excited as i am that for an asassin class to work, nika's hometown has to be an open pvp town a la booty bay.
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Old Nov 16, 2005, 11:23 AM // 11:23   #317
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Quote:
Originally Posted by Hockster
At least it's not a friggin pirate.
Quoted for truth.
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Old Nov 16, 2005, 11:26 AM // 11:26   #318
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i saw alex weekes readin this thread just moments ago..O.O

Last edited by FeuerFrei; Nov 16, 2005 at 12:32 PM // 12:32..
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Old Nov 16, 2005, 12:48 PM // 12:48   #319
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Quote:
Originally Posted by .defekt
PvE for Assassin would suck. PvP for assassin would suck. Assassin in general would suck. It's been done way too many times. Finding out that this character is confirmed really upset and annoyed me.
You haven't even seen how this class works. How do you know it will suck?
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Old Nov 16, 2005, 12:54 PM // 12:54   #320
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lol.. you people are funny :P

a assasin dont have to be a lone figure, where did you come up with that ?

and you can in no way tell if its gonne be overpowered either since you dont know anything!! about their skills.

and offcourse the assasin idea has been used before. lets see... diablo neverwinter nights - baldurs gate - everquest - WOW - lineage 2 - diablo 2 and i can go on for a a while really.

but its been said already... all of these games cover most other classes aswell. the ONLY new class in a way is a mesmer, and not even completely new to me.

its about time you guys start focusing on whats fun in this gfame, and not on what is already used in another
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