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Idea Assassin Rework #100000

Discussion in 'Capture the Flag' started by obikenobi21, Jun 13, 2015.

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  1. ilosthegame

    ilosthegame Member

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    If I recall correctly, pyro is the best recov class whether they be mid-field or killing people when they get the flag and never leave the flagroom. Ninja is next due to it's high movement speed and range coverage over soldier's, assasssin is the third best option and one shouldn't rely on everytime.
    Sorry bud, but I don't have any ping issues anymore same with others, unless you have ****ty internet equipped with an ancient computer. But when you do say something is "OP" you mean everything about the game is in the assassin's favor regarding movement speed, health, attack damage, and skill. Which in fact does not require much, just a pinch of luck and surprise factor coupled with reaction timing to press right click with a sword.I extremely dislike users who say a class is "UP or "OP", it doesn't add up for assassin, unlike chemist.

    With that settled, I'd love to see obi's new idea, my first day back I see 3-4 assasssin's just running around instantly killing archers and not playing the objective. This bothers me because;
    1) Stats are not recorded
    &
    2) It's the reason why people get frustrated and say people "team stack"

    This said, I hope this idea is finally taken into consideration
     
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  2. obikenobi21

    obikenobi21 Delta Force Jedi

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    Actually, it's a lot harder to assassinate people nowadays then people think. Assassin isn't OP, it's a broken mechanic. It's either really good, like when you kill an entire flagroom, or really bad, when people who know what they are doing block. It's actually pretty difficult, close to impossible actually, to get past a block of a player who really knows what they were doing. For example, in the TT vs DF match, I got blocked almost every time I tried to assassinate somebody. The only times I did was when they were distracted, or I got a lucky blockfake in.
     
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  3. aRandomBob157

    aRandomBob157 Mr. Purple™

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    I honestly feel like this doesn't do enough to stop the big cappers like ninjas, chemists, and soldiers. That being said, I really like the idea of having a dagger and stun ability, I think they should be more powerful to compensate for the high mobility of some other classes.
     
  4. obikenobi21

    obikenobi21 Delta Force Jedi

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    Yeah, that was my main problem making this. I don't want to make it do too much damage, because then it just steamrolls over the classes with less steak. But if I make it too weak, it cant do it's job effectively.

    Ninja will get completely skrewed over by this class if the full burst lands currently. Chemist just has too high of a healthpool, but it's OP anyway xddd.
    For soldier though, assuming assassin lands his full burst, that's 10 hearts. That costs the soldier 2 steak, and by that time the daggers are off cd, making another 2.5 hearts of damage combined with whatever the sword is doing. If the assassin lands critical hits, his damage output is even more, assuming the soldier doesn't kill him first.

    What could be an option is adding a more powerful slow to the daggers, increase the stun duration, or add a slowness effect after the stun so the assassin can keep up with the mobility of the other capping classes. Or, we could increase the damage of the stun, making it like 3 hearts or something, possibly 4 because of the long cooldown. That would melt through soldiers steak.


    Also, this assassin shouldn't really ever take on an opponent who has all their steak. If someone get's to 5 hearts, the assassin can insta-kill them with shadow dash+dagger. I don't know how this class would deal with campers though, because the damage output can never match a medics healing. Perhaps make it so that they can't be healed while stunned? Medic's heal needs work to though.

    Thanks for da feedback.
     
  5. lasertagfighter

    lasertagfighter Well-Known Member

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    If assassin needs to be changed, I would just nerf it. Besides not that many people play assassin. It's a good class to get your rage out on others. No saying that I rage a lot, I luv assassin :3
     
  6. obikenobi21

    obikenobi21 Delta Force Jedi

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    Assassin is too broken to be just nerfed. Then it would just be really bad. And just because not many people play it, doesn't mean the class is balanced. That would mean dwarf is balanced xdd
     
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  7. MineBrick12

    MineBrick12 Active Member

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    If anything, remove the ability for assassin to assassinate invisible ninjas.
    I mean come on, that never happened before until now.
     
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  8. obikenobi21

    obikenobi21 Delta Force Jedi

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    ????
    When has this ever happened?
     
  9. hotintexas

    hotintexas Member

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    Sorry, i'm still confused about the dagger. How far can the arrow go? Like, how "charged" is the arrow as it gets shot?
     
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  10. Tenshirox

    Tenshirox C a p t u r e F l a g

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    Jokes on all of you because Assassin will have to be reworked in some way because of 1.9 unless they want to add shields to every class.
     
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  11. ______hi_______

    ______hi_______ Active Member

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    blocking will soon need a rework if mojang continues the 1.9 update where blocking probably will be removed.

    edit: nvm i don't have eyes, look post above.
     
  12. Scarpa_

    Scarpa_ Active Member

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    Obi I love your ideas for assassin reworks, because it really does need a rework. In most cases it's either a) You have godly ping and are playing with people who don't know how to f5/block or b) You're playing with DF-Level players and you can't seem to recover off anyone. gj m8
     
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  13. obikenobi21

    obikenobi21 Delta Force Jedi

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    The arrow is around to speed of a mage damage spell, but probably a bit slower then that. The arrow can go up to infinity I guess, I dun see the point of putting a block limit on it.

    @Tenshirox tru dat

    @yoyoriz tru dat

    @Scarpa365 Thanks ;D I'm glad you think assassin needs a rework too.
     
  14. ContagiousBubble

    ContagiousBubble Active Member

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    Are you exaggerating? Mcpvp didn't die from ctf... Mcpvp made 90% of their profit from HG. Watch for indepth/official information:
     
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  15. RHCube

    RHCube Member

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    McPvP died because they DIDN'T LISTEN TO THEIR COMMUNITY, and because they put to much focus into HG.
     
  16. ContagiousBubble

    ContagiousBubble Active Member

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    Exactly, not because of assassin :stuck_out_tongue:
     
  17. obikenobi21

    obikenobi21 Delta Force Jedi

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    Tru dat but assassin is still broken
     
  18. EmperorTrump45

    EmperorTrump45 Dank Memer

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    Hi @obikenobi21!
    First off I just wanted to say that I agree with everything you said about what the problem is with Assassin. It is a bit like the 'hit and miss class' and is either very over powered or excessively underpowered depending on if the victims are paying attention and block, if they can block, or not. That said here's my thoughts/questions on your rework:

    - Could you explain the speed mechanic a little more? If you've sprinted for 15 seconds straight and then stop sprinting for a moment and then start sprinting again does your speed get reset or are you still moving at Speed III?

    -The Speed mechanic, while creative, seems like it could get very over powered because it would turn Assassin into an armored Ninja (more or less) with a bit less damage. For example, it seems to me that it would be pretty tricky to fight a strafing Assassin with Speed III who's dealing 1.5 to 2 hearts of true damage with every hit. Plus the wither head makes combat even more difficult in that situation because it is much more difficult to tell where your health is at and thus harder to know when to steak.

    -The stun mechanic combined with the dagger and speed is way too difficult to counter in the open. If the Assassin were to stun someone with the wither head and hit them a few times they would basically be donion rings or would certainly be out of quite a few steaks.

    -The Shadow Dash is basically just a nerfed version of Ninja's teleport. It's not nessicarily not useful or anything but why would I use Assassin for this ability when Ninja's teleport has a much farther range and no cooldown between uses?

    -Assassin would no longer be as effective in countering flag room Dwarves since the instant kill was the only way to take out Dwarf quick enough without getting wrecked by the uber powerful sword and this Assassin cannot do that. Sure Assassin could deal a lot of damage but that won't matter if the team does have a decent medic or a Chemist support. Moreover, I did see your note that Assassin could potentially 100 to zero or deal 10 hearts of true damage if the opponent does not steak. However only someone who is typing, or is watching a porno, is a noob, or is completely unfamiliar with CTF's mechanics, would completely forget to steak, but this possibility is not likely enough to warrant this Assassin as a particularly able to kill high level Dwarves.

    Also, I do see how the stun could work out against Dwarf but this is not so effective due to the stun's long cooldown and its short duration.

    -The killer instinct concept is really interesting and I like it a lot :smile:

    I can see this Assassin being a little more active where teamwork is concerned (like the stun ability encourages some teamwork) because now it’s not just running around instant killing everyone, and that’s great. However I have two problems where this rework is concerned. One is that this Assassin creates more imbalance in the game than it solves by eliminating any counter to high level Dwarves through the removal of the instant kill as well as nerfing its ability to counter Pyro and Mage while hardly changing its relationship to Chemist. I want to point out; however, that is what this rework would cause if Assassin was added into CTF in the game’s current state. Although if instant kills were removed or Chemist, Dwarf, Pyro, and Mage were nerfed I believe this rework could potentially work in that kind of CTF.

    Additionally, my second problem with this rework and the class in general, is its similarity to Ninja. You pointed out in some earlier posts that the main problem with Assassin is that its ability to get kills relies too much on luck (or surprise) or lag rather than skill. While I agree that you have a very good point there, I think that the main problem with Assassin is its similarity to Ninja. The way I see Assassin is that it’s a little like Elf in CTF. It has some cool abilities, like those in your rework, but it doesn’t play any role very differently than Ninja does, or at a particularly higher or lower skill level. I pointed some of this out earlier on, but in this rework all I can see Assassin doing is – for the most part – killing individual targets because it doesn’t have the sustainability to fight multiple people or to defend or midfield particularly well. Ninja has the same problem with sustain and does the exact same thing – it kills single targets. Furthermore, the only other role I can see this Assassin playing is that of recovery and or capturing, both of which Assassin does now and Ninja also does. Thus, the issue is not the ideas in your rework as much as it is the fact that when Assassin was added McPVP effectively tossed any idea of balance out the window and added a class that had no distinctive role in the game. Thus, as I see it, the whole problem with Assassin is that it is an Assassin and its name prevents it from being particularly different from Ninja as the two are highly similar by their very nature.

    Therefore the best rework for Assassin can be started by simply changing its name, which would give it a new and unique place in CTF.
     
    #58 EmperorTrump45, Jul 25, 2015
    Last edited: Jul 25, 2015
  19. obikenobi21

    obikenobi21 Delta Force Jedi

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    Your speed would get reset. So if you break your sprint, you would have to start scaling again. This also answers your other concern, because unless the assassin never gets hit, their speed would break and would start scaling again from speed I.

    That was the point of the stun. What good is it if an assassin doesn't burst an opponent down? The purpose of the stun was to give assassin an initial burst. tbh, I dun see another effective way for assassin to do it's job, because then it just becomes a true damage ninja.

    The shadow dash isn't meant to be used for mobility, that's what the speed is for. The Shadow Dash is your gap closer, and in addition, doubles the damage of your next skill. This basically makes or breaks the assassins burst. It also makes you choose what skill you want to use next. You could go for the high damage option of the stun, but you could potentially miss that and waste the dash. Or, you could go for the guaranteed damage of the sword. I think it offers some interesting stuff.

    But flagroom dwarf is OP xddd That needs a change anyway. I designed this rework with recovery more in mind then a flagroom dwarf, but I see your point. tbh, I think Pyro, Soldier, and Dwarf need changes before assassin.

    Assassin has the exact same role as ninja, which is recovery. However, ninja deals physical sustained damage, wheras assassin deals true burst damage. I liken this to soldier and medic. Both are effective capping classes, but they work a lot differently. Soldier relies on high mobility, while medic relies on it's tanking power and webs. Both class has the same role, but they work in vastly different ways. I see this assassin as being better at defense then ninja, but not better at capping. Therefore, I think this rework and ninja are different, but similar.

    Thanks for the feedback ;D
     
  20. EmperorTrump45

    EmperorTrump45 Dank Memer

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    I get your point but that analogy doesn't work cause Medic and Soldier are highly different. Sure they share one particular role but Medic is primarily a support class where Soldier is very offensively oriented (and does not support) and this is very different from Ninja and Assassin because both of them play the exact same roles.
     
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