May 08, 2006, 10:11 AM // 10:11
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#1
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Academy Page
Join Date: Jun 2005
Location: Norway!
Guild: The Demonic Brotherhood
Profession: N/E
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Concerning assasins
When I found out that there would be Assasins in factions i got really happy,
because i was looking forward to sneaking around. Sure, you can teleport in -
assasinate your target - teleport out, but you can't really sneak.
I'm sure there has been a hundred threads about this, but there should be a
stealth skill. Not something that would give you the ability to walk through entire
missions without getting seen, but something that could get you past a group or
two.
I think it could work. How long it lasted would be based on Shadow Arts, and when
you used it you walked 25-33% slower, and could not use skills. If you used a skill,
stealth would be disabled.
What are your oppinions on this?
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May 08, 2006, 10:56 AM // 10:56
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#2
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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I suspect the reason it's not implemented is the question of how it would work in PvP - there'd need to be a means where stealth would be useful but not undefeatable without every character needing to have a 'detect stealth' skill.
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May 08, 2006, 12:58 PM // 12:58
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#3
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Wilds Pathfinder
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
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I had always imagined a shaodw arts skill that reduced your speed, but also made your agro bubble smaller for sneaking around, I was quite dissapointed when this didnt come up.
All classes have skills that youd imagine go with that, minions for necs etc, and ok, so shadow stepping is a cool assassin skill, but imo they do need a balanced stealth skill.
I mean you oculd add a similar one for every class, Mesmers could have Imagined Target, where the monsters agro against something else other than them, and so on, if balance was an issue.
And as far as PvP goes, there are so skills which are rpetty darn useless in PvP, this can just add to the long list of them.
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May 09, 2006, 05:42 AM // 05:42
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#4
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Wilds Pathfinder
Join Date: Jan 2006
Profession: W/Mo
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The easy way to balence it is for it to end when to land a successful attack, like Deflect Arrows does. Have it have adecent recharge 30-45 seconds would be fine. 10-15 energy.
But it must do the following:
-reduce aggro bubble size
-remove red dot from mini map
-make you totally invisible, none of that fuzzy outline garbage.
-work for a decent amount of time 20-30 seconds.
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May 09, 2006, 11:07 AM // 11:07
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#5
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Academy Page
Join Date: Mar 2006
Profession: Me/
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I'd be happier with longer warping radius, Longbow range or more, as it is, it's not that great.. you practically have to be within laughing distance as it is right now.
also the up and down distance needs to be longer, warping up to a bridge or sentry point should be made easier.
I mean if your going to make assassins damage on par with warriors at least make the warp range longer.. however the problem is it's linked to a secondary attribute wich means everyone gets it, which again takes away the assassin feel of the class.
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May 09, 2006, 02:29 PM // 14:29
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#6
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Ascalonian Squire
Join Date: Oct 2005
Location: Earth
Guild: The Spider's Strategum
Profession: N/Mo
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Ok I am tossing my 2 cents out.
I think the reason that Anet did not implement a "stealth" skill, is that well frankly its been over done. If you look at any other game that has a "Rogue" type character, they all have a stealth skill. The avatar goes transparent, maybe a bit dimmer, and they move slower until they attack or are spotted. Boring. The assasin is not a rogue, we so not play them picking locks or picking pockets, they just swoop in and kill, then swoop out. In my opinion the skill sets and the effects of the assasin are very well thought out and quite original.
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