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Old May 12, 2008, 12:29 AM // 00:29   #101
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One thing let Assassins be assassins and actually be able to assassinate somebody such as the idea of assassins creed but without you having specific targets. I mean let assassins be able to put themselves up for hire to kill enemies of clients.
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Old May 12, 2008, 12:32 AM // 00:32   #102
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That game needs to GTFO. I hope they change all the professions in GW 2.
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Old May 12, 2008, 11:47 PM // 23:47   #103
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Love the class concept and art, but I still have this feeling that aspects of the class would somehow managed to be abused.
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Old May 12, 2008, 11:53 PM // 23:53   #104
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Assassins need to die.
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Old May 12, 2008, 11:54 PM // 23:54   #105
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Your ideas are fine and dandy, but basically, you just took the GW1 version of a sin, overpowered him, have him a sword, some new insigs, and a new look.

In GW2, I hope that nearly ALL of the professions are completely reworked. Certain key aspects should remain though (Assassins' daggers/mask, Dervs' hood and scythe, Paragons' wing casts)
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Old May 12, 2008, 11:56 PM // 23:56   #106
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Quote:
Originally Posted by la_cabra_de_vida
Assassins need to die.
I lol'd for the 12 chars.
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Old May 12, 2008, 11:58 PM // 23:58   #107
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I thought I already covered why sin's in general are a bad concept. guess not
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Old May 13, 2008, 12:00 AM // 00:00   #108
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Quote:
Originally Posted by Yichi
I thought I already covered why sin's in general are a bad concept. guess not
I think quite a few people have already covered that they'll be in GW2, like it or not.
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Old May 13, 2008, 12:00 AM // 00:00   #109
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Quote:
Originally Posted by Yichi
I thought I already covered why sin's in general are a bad concept. guess not
I think they were just designed and executed wrong.
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Old May 13, 2008, 12:03 AM // 00:03   #110
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Quote:
Originally Posted by NYC Elite
I think they were just designed and executed wrong.
norly?
Assassins were VERY poorly planned out in the current GW. They basically implemented a class that doesn't work in GW, and implemented it very poorly at that. GW2 will be a different game, keep in mind, and that is what my CC is focused at.
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Old May 13, 2008, 12:04 AM // 00:04   #111
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Quote:
Originally Posted by FlamingMetroid
I think quite a few people have already covered that they'll be in GW2, like it or not.
oh I knew they were going to be implemented before I wrote the summary that I did, but none the less, that summary is exactly whats wrong with the assassin class and unless every point I showed in that summary is addressed, any class that resembles the current "assassin" class will fail.
Quote:
Originally Posted by NYC Elite
I think they were just designed and executed wrong.
I couldn't agree more.
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Old May 13, 2008, 12:20 AM // 00:20   #112
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Quote:
Originally Posted by FlamingMetroid
norly?
Assassins were VERY poorly planned out in the current GW. They basically implemented a class that doesn't work in GW, and implemented it very poorly at that. GW2 will be a different game, keep in mind, and that is what my CC is focused at.
Yeah, but was any info released on how the combat/profession system will work at all? Because I can't see how CCs can be designed like this. In any case, I love it.
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Old May 13, 2008, 01:59 AM // 01:59   #113
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Quote:
Originally Posted by Stormlord Alex
It could be done in GW1 by simply overhauling most of the skills, and the class concept as a whole.

I'll keep it as succinct as possible, but the ideas I've been playing around with are...

- kill lead skips (BSS, GFS, Falling crap) - no more cramming 2 duals into a long chain to instagib. Then, buff the overall power of a single L-O-D chain to compensate for it's relative fragility compared to Warr and Derv attacks, and to make a viable way for assassins to kill stuff (in the same way that Evis+Exe kills stuff - as the main driving force of a team-wide spike).

- make offhands fun. See Bull's Strike. Isn't that totally awesome?
Yes, give offhands a side utility effect - like Bull's on Warriors - making them a useful or powerful skill to throw around outside of L-O-D chains.
As an example...
Black Spider Strike. Off-hand attack. If this follows a Lead attack, strike target foe for +X damage and poison them for Y seconds; and this skill counts as an Off-hand*.
If this attack does not follow a Lead attack, strike target foe for +X damage. If that foe is hexed, all foes in the area are Poisoned for Y seconds.


Falling Spider Strike. Off-hand attack. If this follows a Lead attack, strike target foe for +X damage and poison them for Y seconds; and this skill counts as an Off-hand*.
If this attack does not follow a Lead attack, if target foe is moving, they are knocked down and Poisoned for Y seconds.
(ohh yeah, Bull's for 'sins)

*essentially, off-hands that strike targets marked with 'Lead' attacks count as an off-hand and mark target with the 'off-hand' symbol; if they do not follow Leads they do not mark the target, and have additional effects instead. Wordy, but you get the idea.

- Shadow-steps. Ugh.... Actually, they're quite fun and have something to offer in moderation. At least, make all of them half-ranged and stop them from allowing you to jump to places you shouldn't be able to - no jumping into Guild Halls to gank NPCs, for instance. With insta-gib combos, Shadowsteps aren't quite so bad.

- the other stuff - ly Arts and Shadow Arts. Essentially, I'd like to see the Assassin as a frontliner that trades hardiness and DPS-pressure for other capabilities. They spike with L-O-D, and pressure with off-hands and shut-down.
I'm still thinking, but something along the lines of - change ly Arts to give it spellcaster-style shutdown - energy denial, interrupts, Enchant , anti-spell hexes; and make Shadow Arts physical shutdown - snares, block and stance killers, damage reducing stuff and miss hexes.
Obviously, not as powerful as a full Dom Mesmer or Curse Necro respectively; but a ly spec 'sin would be able to more effectively pressure enemy casters, whilst a Shadow-spec 'sin would be able lineback and generally hamper the enemies' own offense.
I actually really like this idea. (not to insult Metroid's suggestion )

With careful balancing, this could be just powerful enough to promote skillful play without 12345678 button mashing.
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Old May 13, 2008, 02:24 AM // 02:24   #114
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i like this skill idea -- Dragon Jaw[E]- 10en 20 recharge - Dual. This attack strikes for +5...35 damage, and inflicts burning for 0...5 seconds.
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Old May 13, 2008, 07:55 PM // 19:55   #115
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What can be done about shadowsteps besides making them half-ranged or totally destroy them? Maybe make them 50% +/- fail with </= 4/5 Shadow Arts or Deadly Arts depending on the spell? Or make them only work for Assassin primaries? Maybe come up with something before just chucking it.
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Old May 13, 2008, 11:02 PM // 23:02   #116
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chucking shadowstepping into a huge fire would be a far more viable alternative.
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Old May 20, 2008, 02:23 AM // 02:23   #117
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very creative, i like it
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Old Jun 02, 2008, 05:10 AM // 05:10   #118
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I think there needs to be a more organic skills system.

Not saying like WoW where skills are limited, I like the idea of secondary profession switching in outposts. But there needs to be more than 8 active skills, synergies between attributes/other professions, etc.

If they want more variety, having more useable skills would allow for more variation in builds.

As to the people that QQ about 1 through 5 button mashing on sins, I always have to laugh. Its the same on any other class designed to kill, such as warriors and elementalists, you hit your skills in a specific order with the intent to maximize damage output.

The only difference with the sin (something people tend to overlook) is that if a part of the chain fails for any reason, the entire chain falls apart. Not so with the warrior or ele, who can simply move on to the next skill.

So to those that QQ about 1-5 easy mode kills, I have to say they are playing against sins of superior skill, or have absolutely crap builds of their own. Its a simple thing to stop a sin, players/teams that can't are lazy and ill-prepared for PvP anyways.

I like the original suggestions, AND the concept art . Obviously skill balance will evolve over time, but one suggestion I'd make is keeping the sin with Daggers as the sole weapon attribute, and instead having to secondary for more weapon selection. Maybe add more variation into the Daggers line, or change it to "Tools of the Trade" and for god's sake add some nunchaku!
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Old Jun 02, 2008, 08:00 AM // 08:00   #119
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nunchakus for Assassins rofl >.>

You mean I think Katars, Ninja-To, Kodachi (real melee weapons of assassins), Kunais and Shuriken (Throwing Daggers/Stars), THAT are weapons, that would fit to the Assassin as equipable weapons much better, than such boring Daggers.

Simple Daggers should be imo the Weapon of Rogues or a secondary Weapon for Rangers.

Nunchakus, are weapons for Martial Artists, no Assassin Weapon.

The Concept Picture there on page 1 shows an Assasin, that wears a Ninja-To.
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Old Jun 03, 2008, 01:21 AM // 01:21   #120
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Nice idea, but some of the attacks look like they would be frequently abused.
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