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Idea Assassin

Discussion in 'Capture the Flag' started by Arevoir, Mar 5, 2016.

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  1. Arevoir

    Arevoir Member

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    Background: Currently, assassin is a class which causes a lot of frustration. It fulfills the ‘get in and take out a target quickly’ role decently well, but the game-play surround that is weak. Assassinations can make the victim feel helpless in some situations, and are useless in others (flag carriers who sit in a corner and block). My goal is to keep the assassin feel (mobile, kills things fast) to the class while improving the interaction between an assassin and it’s victim.


    Armor: 5
    • Context: Low armor will force assassins to be careful and pick their fights wisely
    Passive
    • Stealth - Enemies cannot see assassins nametags, regardless of if they are crouching when behind a wall
      • Context: Assassins will rely on being able to surprise their opponent, and that won’t happen if they see you coming from a mile away. Hiding assassins nametag will allow assassins to move into position without having to crouch the hole time or take a roundabout path.
    • Regeneration - Assassin has slow health regen (similar to ninja crouching w/ sword).
      • Context: This lets assassin survive random hits despite low steak.
    Items
    • Iron sword
      • Context: Assassin should not have too much damage when its abilities are down. Having a weak sword will give opponents the chance to punish assassins who get caught out at the wrong time. Iron sword will let assassin defend itself, but you aren’t likely to win a duel without your abilities.
    • 1 steak
      • Assassin is meant for quick fights, and should not be attempting to engage in extended fights. Low steak will help enforce this playstyle.
    • ”Leap” - Does a horizontal smash jump, dealing ~5 hearts of damage to nearby enemies and applying slowness 1. resets upon killing an opponent. Ignores fall damage.
      • Context: Leap gives assassins control over when they engage, but also is a significant portion of an assassin's damage. A well timed leap can lead to a quick kill and easy escape, while a poorly timed one could lead to suicide.
    • -”Assassinate” - Grants invisibility for up to 5 seconds, which is removed upon damaging an opponent (this means leaping on someone removes invisibility). Upon leaving invisibility, you gain strength 2, , speed 1, and .5 hearts of true damage for each consecutive hit on an opponent without being damaged (capped at 2 hearts).
      • Context: Like leap, assassinate focuses your damage in a short time frame. Playing around the extra power assassinate gives you will be key to find success. The bonus damage for not getting hit highlights the sneaky/agile part of being an assassin, and rewards you for being smart about how you engage instead of running in head first like a heavy. The true damage is to let assassin do more than tickle heavies while not being oppressive to classes with less armor. The invisibility gives you a chance to get in position and land the first hit to take advantage of the bonus damage.
     
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    #1 Arevoir, Mar 5, 2016
    Last edited: Mar 14, 2016
  2. Plautius

    Plautius Well-Known Member

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    I like the idea but I don't see it working out in cluster****s^^
    Also, how are you going to report hackers without their nametag visible? o:

    I like the abilities though c: +1
     
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  3. kriztmas

    kriztmas Well-Known Member

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    I like the tag thingy
     
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  4. TheZombieKat

    TheZombieKat CTFer since May 2012

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    The leaping idea is interesting. How far is the leaping smash exactly?
     
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  5. Arevoir

    Arevoir Member

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    I can't remember exactly, but I'm sure it could be changed if necessary.
     
  6. ACE_BLUE2

    ACE_BLUE2 Sup'

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    This is a nice rework! Well thought out, +1
     
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  7. DeadRhos

    DeadRhos Minimum Brain Size

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    Those passives are going to make it even easier for players to random kill than it is now, and it would be about as effective as Ninja at recovering in standoffs. That's a pretty heavy nerf but it might not be a bad thing, if you balance it out by giving it better mobility (which would also make it more fun).

    Also, how is Assassinate usage controlled? Does it have a cooldown? Is it a recheargeable item, like webs?

    It's by no means perfect, but I'm interested. I'd like to see a V2.
     
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  8. Arevoir

    Arevoir Member

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    Assassinate would have a CD, being able to use it twice in a row would be really strong. Timing your usage should be important.

    Not sure what you're trying to say with the random kill part, nor do I see how it's important.

    For recovery standoffs, I think assassin would be slightly better than ninja. Because it has burst damage, it would be easier to take someone out before dying than with a ninja, who has high damage but less burst potential.

    It is a nerf in some situations for sure, but with this change assassin would not be countered by people who sit in a corner and never unblock. I think this trade-off is worthwhile, because it sucks to be completely useless as the result of a simple mechanic. Of course, the stats could be raised if assassin just doesn't do enough damage/dies way too fast.
     
  9. Nohox

    Nohox [MCPVP]

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    Great ideas,
    this is a real problem though.
     
  10. Willizin

    Willizin Member

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    kHA'ZIX. That is all. @League nerds

    Interesting rework but I think the "no name tag" thing could be an issue.
    Also, maybe have the leap resets max after 3 consecutive leaps, because if you jump into a flag room full of ninjas, and one of them has less than 5 hearts beforehand, you could potentially get 5+ kills in a matter of seconds, as well as dealing massive damage to other enemies nearby. Not to mention the damage radius wouldn't limit you to one kill per leap, with a reset. This could be extremely deadly on maps like blackout where you can simply drop down into the flag room
     
  11. Arevoir

    Arevoir Member

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    Changed the stealth to only work when you are behind a wall. This means hackers can't get away, but assassins still have a way to get up close and personal (they just need to be a bit more sneaky).
     
  12. DeadRhos

    DeadRhos Minimum Brain Size

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    But will this not encourage random kills? The sneakiness doesn't rly matter when you're capping or deffing or anything really, it's only useful for sneaking up and getting cheap kills on midfield? I mean it's a nice concept and it fits with the theme of the class, it just makes gameplay a bit rubbish because people are gonna go around randy killing instead of playing objetively.
     
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    #12 DeadRhos, Mar 11, 2016
    Last edited: Mar 12, 2016
  13. super_mii2

    super_mii2 Well-Known Member

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    I like where youre going with this. But I think this will just be making assassin go the way of the pyro. And we can see by pyro usage how effective it was.

    I feel we need the current assassin because of the current state of the ctf-meta. Camping in corners as medics or dwarves make recovering impossible, and assassin is probably the only class with a remote chance of killing them. However this is more a rant on the unfairness of certain combinations of other classes (I'm looking at you, medic + anything)

    Anyway I have some suggestions:
    1. Leap negates fall damage similar to the current assassinate skill.
    2. That 1 Steak is complete unneccesary, and just clutters the inventory. Please remove it.
    3. Please find some way to add the speed boost back (preferably as a usable item than a passive). Speed boost gives assassin ridiculous mobility and makes it not only a good recovery class, but also a sort of viable capturing class after recovering. I can forsee that without speed boost, assassin would be more laughable than necro.
    4. Another possible change is that Leap damage will not account for blocking. This makes blocking in corners and medic teaming with the flag a smaller problem (still thinking bout this one)
    5. Either increase the strength of assassinate or make it no longer instakill for the assassin (aka assassin doesnt die in one hit). This increases the assassins survivability.

    While I do not completely agree with your rework, (out of fear the class I main will go the way of pyro), I still think either an assassin rework or a rework of classes like medic and dwarf is completely necessary. Assassin, as of know, acts as a counter to insane defences, and if it gets nerfed like pyro, it won't be good
     
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  14. Arevoir

    Arevoir Member

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    The sneakiness is for recovering, where it is very useful because there will usually be a lot of people nearby.

    @super_mii2
    While medic exists in it's current state, current assassin is probably needed. But I consider that a reason to change medic, not to keep assassin.

    1. I like this idea, it fits with the class and would open some nice plays without being op.
    2. I disagree. Assassin already doesn't have much health, and without any steak I'm worried it would die way too fast. 1 steak at least gives a bit of surivability.
    3.Assassinate already gives speed 1. I don't think making it speed 3 would fit as well with this new assassin, as you are relying more on leap to get in/out. If I were to change this, it would probably be by adding passive speed 1 and letting assassinate give speed 2.
    4. I like this idea too, right now blocking in a corner doesn't seem to have many (if any) drawbacks if you aren't headshotable.
    5. I never intended to keep the vulnerability, sorry if that wasn't clear.
     
  15. scapezar

    scapezar Ex-Ban/Appeal Manager | Ex-Hack Test Manager

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    I'm loving the bonus damage with consecutive hits on your target. Seems like a very worthy rework (in the general direction of no more insta-kills) ! Great stuff +1

    EDIT: Though I would really miss speed III, which is always great to actually catch up to the flag carrier/target which most classes can't do. ;(
     
    #15 scapezar, Mar 23, 2016
    Last edited: Mar 26, 2016
  16. iWatchPaintDry

    iWatchPaintDry Well-Known Member

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    +1 +1 +1 +1 +1 +1 :grinning: this will actually mean that playing assassin may take some actual SKILL.
    Instakill is stupid and i love what you did to replace it. Archer should have an instakill removing rework too. I like what you did with the stealth mode. Assassin is too 1- dimensional atm, all u rlly do is run fast and instakill, with this you have many cool and useful abilities. Assassin atm is just a ping-reliant class, whoever has the best ping will usually win in a dual vs an assassin w/assassinate (usually). Assassin is too ez to play and it is too op in certain situations. Here are some OP assassin moments.

    A. You are in an intense 1v1 and you are about to win but suddenly..... you die :|
    You see that u are assassinated and realize that it was from behind, u do not usually think to be blocking or constantly f5ing ( cuz why would u ) all the time while pvping or else ur opponent will easily win. Literally all the assassin had to do was run behind you and use assassinate, its THAT ez.

    B. You hop into a flagroom and make the steal, you are then bombarded by numerous defenders ( including assassin(s) ) You dont have enough support and have to fight multiple enemies in pvp while worrying about an assassin. You are in the middle of trying to get out of flag area when...SUPRIZZEE... you get assassinated.

    C. You find yourself toe-to-toe with an assassin, he starts attacking u w/o redstone. He hits u a few times and it looks like he has really good ping, you try to hit him but he immediately either hotkeys or scrolls insanely fast over to his assassinate and kills you. QQ

    D. Situation C only instead of hitting him you are prepared for his assassinate and once u see him switch to red stone almost instantly and go for you, you block. You believe you timed it PERFECTLY ( you probably did ) but you then realize that it was a ping-lord assassin and you obviously didnt have equal or better ping RIP

    E. Just saw this happen today. You have the flag and do not see any enemies in-sight. You approach the flag room door and are about to cap...BUT WAIT, out of nowhere a crouching assassin above door drops down ( saw this happen to @ningeek212 today ) / or next to door jumps out of nowhere and kills you, whilst recovering the flag! WTF WTF WTF. You f5ed and did not see them, but they were hiding behind objects ofc or crouching out of sight.

    My point is assassin is too easy to play while being incredibly OP in many situations. Plz remove all instakills
     
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    #16 iWatchPaintDry, Mar 23, 2016
    Last edited: Mar 24, 2016
  17. OmegaOak

    OmegaOak Member

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    -”Assassinate” - Grants invisibility for up to 5 seconds, which is removed upon damaging an opponent (this means leaping on someone removes invisibility). Upon leaving invisibility, you gain strength 2, , speed 1, and .5 hearts of true damage for each consecutive hit on an opponent without being damaged (capped at 2 hearts).

    How much time does the strength 2, speed 1, and .5 hearts of true damage last for?
     
  18. obikenobi21

    obikenobi21 Delta Force Jedi

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    What does 5 armor look like in armor form? xD

    I like both of these passives, ups survivability and stealth.

    What are the cooldowns for leap and assassinate?
    In addition, the .5 hearts of true damage that caps at 2 is pretty useless, as they can easily kill you with that little damage. Unless however, I'm misreading this and this damage stacks upon your sword damage?

    Overall however, this class's recovery potential would be kind of low. You really don't have much mobility at all to catch up to opponents, and the 2 skills that do give mobility you wouldn't waste. It would do a fair chunk of damage, but that damage would be quickly replenished by steak, and the assassin would get rekt. I don't think it has enough of a burst or enough mobility to really recover.
     
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  19. Palm_Top

    Palm_Top Member

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    A decent way of circumventing the steakability could be a form of disable to prevent you from steaking for a bit. This would add a supportive edge to Assassin.
     
  20. Arevoir

    Arevoir Member

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    The true damage would be in addition to the sword.

    It is hard to balance between 'dies without a chance to react' and 'has time to use steak' (which means over double the healthpool in some cases). My hope is that usually you would have time to steak (unless you are already missing some health), but the assassin would still do enough damage that without assistance, a capper would still die to an assassin with the buffs from assassinate more often than not.

    Rather than give assassin more mobility (and risk it getting too mobile) I would prefer to add some form of cc to keep targets in range.

    @Palm_Top 's idea is interesting but could cause issues when it comes to classes who have most of their health in steak (pyro/medic) vs most of their health in armor (heavy/dwarf). It could definitley work though.
     
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