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Idea OLD Assassin Rework!

Discussion in 'Capture the Flag' started by DeadRhos, Apr 14, 2016.

?

Which ability do you prefer?

  1. Fishing Rod

    4 vote(s)
    21.1%
  2. Substitute

    15 vote(s)
    78.9%
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  1. DeadRhos

    DeadRhos Minimum Brain Size

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    A bit of background - I decided to do this rework after hearing @aRandomBob157 say ingame that an Assassin rework was a priority due to 1.9's removal of blocking. Since I'm an Assassin main I thought I'd try and influence the mods' decision somewhat so that it doesn't come out being even less fun than it is now. I've already made a rework but as @pookeythekid said, it was way too underpowered to be viable. Still, I feel like it had some good ideas, and I've used those - as well as some from other threads and comments - to make a rework that I'm happy with. There is still one feature that I'm unsure on, which is the reason for the poll above.

    So, without further ado, here's Assassin V3. Uses for each ability are written in green italics.

    --------------------

    Armour

    White Leather Hat

    Hotbar

    Iron Sword
    Speed Boost
    Ghast Tear

    Passive Abilities

    Regeneration on kill, same as current Assassin - only regeneration option, combination with low armour keeps it from being overpowered
    Stealth - Nametag invisible through walls (taken from @Arevoir's rework)
    Sword gives 2.5 hearts of true damage per hit (inspired by @sp00ky101) - quick kills on high-armor classes like Dwarf or heavy without being too OP against others
    Parkour - Assassin can wallclimb up to 4 blocks. One heart of damage taken if you catch a wall after a fall of 20 blocks or more (taken from @Rhoske's rework) - mobility, used for chasing down flag carriers, especially soldiers. Could also be used in capping
    Soft Landing [removed] - No fall damage taken when landing on soft blocks (taken from @Rhoske's rework) - inspired by Assassin's Creed, makes parkour less dangerous and makes the class more Assassin-like. "Soft" blocks are as follows: hay, sponge, leaves, wool, carpet, slime, bed, mobs and players (in a 3x3 square around them)

    Active Abilities

    Iron Sword
    - By default, gives regular knockback. When right-clicked, the stack number changes to 2 and the sword is given the Knockback I enchantment. When right-clicked again, the stack number changes to 0 and the sword gives no knockback. When right-clicked a third time it returns to default (taken from @Rhoske's rework) - 0 knockback combination with parkour makes Assassin excellent at taking out flag carriers, extra knockback good for defense and flag-stealing support
    Speed Boost - same as current speed boost, but also doubles the height that Assassin can wallclimb. Now stacks to 3 rather than 2. (taken from @Rhoske's rework)

    These next two abilities cannot exist together; it's a choice between one or the other. Please tell me which you prefer in the poll above. [edit: substitute ability chosen.]

    Fishing Rod [removed]- can lock on to a target and reel them into the Assassin (inspired by @jarboyp) - good against camping flag carriers, also helps in recovery
    Substitute - when the Ghast Tear is activated, a ghost player with a smoke particle effect is left where the Assassin is standing, and the Assassin becomes invisible. This substitute lasts for 5 seconds, or until the Assassin hits another player. Has a long cooldown. - also good against campers, and helpful for taking out dwarves/pyros/engineers. This is essentially the same as a well known hack, which was the reason for adding the particle effect.

    --------------------

    Let me know what you think about this! I put a lot of effort into making this class fun, since I know that a dumb zero-effort nerf, like making assassinate do true damage for a few seconds, would really suck. My only worry is that it's a bit OP in terms of ability to kill*****, but aside from that, I hope you like it!

    Edited August 5 2016 to reflect what has been discussed in the comments.
    Edited again February 19 2017.

    Changes:
    Sword damage increased from 2 hearts to 2.5 hearts.
    Wall catch damage decreased from 3 hearts to 1 heart.
    Soft landing now unnecessary, removed.
    Fishing Rod option removed in favour of Substitute option.
    Added smoke effect to Substitute.
    Speed boost now stacks to 3 rather than 2.
    Removed white leather tunic.
     
    • Like Like x 8
    • Agree Agree x 2
    • Winner Winner x 2
    #1 DeadRhos, Apr 14, 2016
    Last edited: Feb 19, 2017
  2. Miskey

    Miskey Leader of Annihilation | Former Media Manager

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    With blocking being removed, couldn't something be coded so that right clicking summoned a shield that stopped assassinate in the same fashion blocking did?

    On top of that, I think both of your ideas are rather interesting. The fishing rod one may actually encourage camping however due to the fact that if you put more people around the flag carrier they are less likely to get hooked.
     
  3. DeadRhos

    DeadRhos Minimum Brain Size

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    I suppose, but since bob said that reworking Assassin was the priority, that's what I decided to work on. Plus, it would be difficult to code every single other class in order to counter a single class which, let's be honest, needs a rework anyway.

    Yeah, that's true. I prefer the substitute idea but I think you could still put in some sort of method of locking onto people so that you could choose who you reeled in.
     
  4. jarboyp

    jarboyp Bunny Defender

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    The assassin needs full leather otherwise it will die in 3 hits to a heavy.
     
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  5. Lumpi456

    Lumpi456 Active Member

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    I really looking forward to playing this new assassin based on more skill not just easy instakills and i really like the substitute ability and these other facts making it a real known assasssin good rework man
     
  6. DeadRhos

    DeadRhos Minimum Brain Size

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    Haha that's interesting, it was actually full leather up until the very last moment. I wanted to reduce its power in 1v1s, but I might change it again.
     
  7. pandanielxd

    pandanielxd its panda daniel

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    If you ask me half leather is good enough (,:
     
  8. Lumpi456

    Lumpi456 Active Member

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    I think in comparison to pyro is assassin with full leather too overpowerd also against ninja
     
    • Agree Agree x 1
  9. jarboyp

    jarboyp Bunny Defender

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    The armor should get more powerful the more people you kill (to a limit of course).
     
  10. pandanielxd

    pandanielxd its panda daniel

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    it would just become a campy class who camps to get kills for gear .-.
     
  11. Plautius

    Plautius Well-Known Member

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    Soft landing is very map-dependant..?
    Assassin would be pretty useless on maps like Blackout or Ship Battle, but way OP on maps with grass as main ground item
     
  12. Codebastian

    Codebastian Well-Known Member

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    I thought Brawl had the option to remove all 1.9 Combat changes in the Server options, Their are even ways to code it. Unless those are only for cooldowns.
     
  13. Plautius

    Plautius Well-Known Member

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    can't change no blocking. item cooldowns are easily changeable, though
     
  14. Codebastian

    Codebastian Well-Known Member

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    O okay, thats to bad.
     
  15. misterslime

    misterslime Well-Known Member

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    THATS ITS POINT!!!11
    Assassin is a glass cannon class! Which means it does alot of damage... But sadly dies easily
     
  16. jarboyp

    jarboyp Bunny Defender

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    Isn't that the point of ninja? If this is the case this is just a nerfed ninja but with a little more versatility and a fishing pole but trades out ninja's speed, damage, and awesome regen. I think this class should be about picking off enemies that are annoying (dwarfs, archers, medics, etc). It needs to be good in 1v1s to do this though, which is why it needs more armor.
     
  17. ACE_BLUE2

    ACE_BLUE2 Sup'

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    I have to agree with @PanDaniel_ , half leather sounds like a good compromise. Perhaps increase the damage output to two and a half hearts of true damage? Still would do more damage to a heavy than a ninja... I think, don't quote me on that.
     
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  18. pookeythekid

    pookeythekid Well-Known Member

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    Overall, cool stuff. I prefer the substitute, but I think you should have it so that if you're running while you activate it, your NPC clone should keep running in a straight line.

    Agreeing with Ace & Pan above. Half leather (cap and tunic imo) should be good.

    Agreed. I think the Wall Catch thing is good already. @Rhoske maybe landing on players instead will deal minimal damage? I think you had something similar in your last rework.

    Taken from my conversation with @Rhoske in @obikenobi21's assassin rework:
     
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  19. DeadRhos

    DeadRhos Minimum Brain Size

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    @pookeythekid I agree with everything that you said, except that I don't think the soft landing effect is particularly map-dependent. In my previous rework the "soft" blocks were hay, sponge, leaves, wool, carpet, slime, bed, and, as you said, mobs and players (in a 3x3 square around them). With the exception perhaps of leaves, none of these blocks are common enough to make a huge difference between maps.
     
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  20. pookeythekid

    pookeythekid Well-Known Member

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    I suppose, but I get a little uncomfortable with the idea that map designers will have to have even one more thing to think about when designing things. For example, perhaps they really want lots of hay on the ground in a particular area where a flag carrier is likely to run, so then they'll be concerned that aerials might be too easy. As I said above, the wall catching should probably be good enough for self-assisted anti-fall-damage, and if you have a specific purpose for jumping off of something without staying near a wall (attacking a player), the landing-on-player feature should be just fine. So if you want my opinion, this should replace the soft-block feature.

    Edit: in fact, maybe you could even slightly buff the wall catching to compensate for not having soft blocks, i.e. reduce minimum height and/or reduce damage.
     
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