Nov 16, 2006, 09:40 AM // 09:40
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#1
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Ascalonian Squire
Join Date: Jul 2006
Guild: Slayers Players
Profession: A/N
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Dagger Mastery changes
As Assassins stand now, parties will rarely ever take an Assassin no matter how good they are. I'd propose a change to Assassins Dagger Mastery line. Instead of the 2% chance per rank in Dagger Mastery to double strike we should just swing both hands every time we attack. After all, they do have the dramatically lowered damage rating on the weapons in the first place and when added up would be 14-34 if they swing with both hands which isn't any different than any given two handed weapon. As such this isn't the case and only have a 32% chance to swing both hands assuming you max out Dagger Mastery. Which is unrealistic to say the least.
A good reason Sins don't get party invites is because people see them as more of a burden than a contribution from having practically no viable self heals/defense. So, assuming that daggers automatically swing with both hands, change the 2% per rank from being double strike into a weapon block chance. To clarify, for every point in Dagger Mastery give them a 2% chance to block incoming melee attacks while attacking.
I've been going over the idea and assuming a Sin is indeed using the daggers it doesn't seem overpowering (still susceptible to elemental damage as their defense is still low) but given to any other class with higher defense, Warrior especially, this would be overpowered. So my initial thoughts were to make it applicable to only Sins or don't change Dagger Mastery at all and add this weapon block chance into Critical Strikes but adding it to Critical Strikes doesn't seem to fit with the general idea behind what it's doing.
If anyone can think of a better way to implement something like this or even if you completely disagree, please explain.
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Nov 16, 2006, 09:43 AM // 09:43
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#2
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Krytan Explorer
Join Date: Aug 2005
Guild: EaT
Profession: Mo/
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Change to block from an attribute ? That's never gonna happen.
Why don't people party with assassins ? Because they think they're wammos; everytime i played with an assassin he ran into a group of enemies and died instantly.
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Nov 16, 2006, 12:59 PM // 12:59
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#3
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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Why not... buff shadow arts? And my friend got through NF and Factions with his assassin easily.
And assassins are more of a PvP class if anything I think, sort of like mesmers... Just the way things work.
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Nov 16, 2006, 01:26 PM // 13:26
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#4
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Academy Page
Join Date: Aug 2005
Location: Aussie land
Guild: Australian Vengance Alliance
Profession: N/
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Woah. A sin's daggers are quite powerful with criticals.
Sin's are quite powerful as they are, just don't tank with them.
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Nov 16, 2006, 02:09 PM // 14:09
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#5
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Ascalonian Squire
Join Date: Nov 2006
Guild: Paradise of Idiots
Profession: Mo/Me
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Yes, daggers are two-handed, but they should not have damage range almost equal to hammers because *hammers are slow and daggers are fast*
The problem is not the amount of damage that assassins do.. the problem is that most people think all assassins are going to reach 60 dp within the first 5 minutes. This is not going to change with a buff to dagger mastery, critical strikes, or shadow arts.
Last edited by peffy; Nov 16, 2006 at 02:13 PM // 14:13..
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Nov 16, 2006, 03:04 PM // 15:04
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#6
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Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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You cant change the damage on the weapons without unbalancing the whole game, when Anet decides a weapon gets a certain damage ratio its because they calculated everything in the formula. Speed,Two handed or not**, inherit effect* and which skills* they get are a few examples.
*With this i mean that for example a bunch of hammer skills cause knock down.
**Meaning they cant use a shield or offhand for more protection or added extras
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