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Idea Assassin Rework

Discussion in 'Capture the Flag' started by Icarus_82, Aug 25, 2018.

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Should this rework be implemented?

  1. Yes

    5 vote(s)
    38.5%
  2. Maybe with some tweaking

    5 vote(s)
    38.5%
  3. No

    3 vote(s)
    23.1%
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  1. Icarus_82

    Icarus_82 Well-Known Member

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    Although not completely irrelevant, assassin has seen a substantial decrease in play and has become a bit outdated, so I thought I’d try my hand at reworking it.


    Goals:
    • Remove instakill, making the class less all or nothing
    • Reduce reliance on ping to be effective
    • Make success more about the skill of the player, rather than the skill of the opponent
    • Give a more defined role for recovery and separate the class from ninja
    Armour:

    QymuEEm - Imgur.png

    Gold Boots w/ Protection VI: This is the equivalent of full leather armour, but I have kept the boots so as to not ruin the aesthetic.

    Items:

    8YZUaXL - Imgur.png

    • Stone Sword w/ Bleed passive: A hit with the sword deals an extra heart true damage immediately and then “bleeds” the target for 2 seconds, dealing an extra heart of true damage over this time. Hitting a bleeding target refreshes the bleeding (does not stack). While a target is bleeding, all healing is ineffective except for steak and chemist instant health potion.
    • Compass
    • Class Selector

    Passives:
    • Shadow Dash: Block with sword to dash forward 6 blocks in any direction. Deal 5 hearts true damage to any enemies passed through. 5 second cooldown, resets if a target dies from it or whilst under the bleed effect.
    • Bloodthirsty: The assassin heals for any damage suffered from the bleed effect.
    • Speed I (Permanent)
    • Cannot take fall damage
    Additional notes:
    • Assassin still provides a hard counter to mage due to mobility to close the gap and the bleed effecting nullifying mage’s regen
    • Ninja serves as less of a hard counter as one hit with sword + dash will almost kill a full health ninja
    • Stalemates can be more fluid as flagcarrier does not have to rely on blocking in order to survive
    • The class is friendlier for new players to play against- it is more obvious where the damage is coming from
    Suggestions for testing:
    • Damage dealt needs to be higher or armour needs to be tankier
    • An extra debuff alongside the bleed (wither/weakness) to help in 1v1s against tanky classes
    • Healing moved from bleed to dash - maybe 2.5 hearts per person dashed through?
    • Some form of slowness incorporated into the kit - either from the sword, the dash, or another part entirely to add the crowd control which was lost as people no longer have to block.
    • Move dash to a separate item

    Please let me know what you think of this rework and any criticism is much appreciated :slight_smile:
     
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    #1 Icarus_82, Aug 25, 2018
    Last edited: Aug 28, 2018
  2. Paddishly

    Paddishly The Australian

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    The damage that is given would, in most instances, probably be less than damage taken in my mind, if you miss the dash that is. I’m down for the ideas, I think I’d be a lot better to have more skill involved, especially because of ping as you mentioned. I feel like it might be beneficial to boost the damage to maybe 2-3 hearts. I’m also concerned as assassin is often the easy counter to flag sitting dwarves and I feel like this rework would probably make it close to impossible to kill a dwarf as assassin. Hopefully that helps, I am all for the idea though, just needs a little tweaks, in my novice opinion.
    +1
     
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  3. Kayrex

    Kayrex Ex JMOD

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    Love it, +1!
     
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  4. Northernlreland

    Northernlreland Well-Known Member

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    Seems great man, would prefer this over the currect assassin as it's basically useless now. Don't know if this is just me, but adding a wither I effect to the bleeding would seem cool as if they are actually bleeding. (Also makes the pure damage more effective) as its hard to tell how how hearts you have left.
     
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  5. Icarus_82

    Icarus_82 Well-Known Member

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    Fair point. I've left the damage a bit on the conservative side because I'm worried that the heal-stopping and the mobility will balance it out, but it would be easy to change if tested. Not sure exactly how the mechanic for the dash would work, but ideally it should be easy to hit as a large amount of the class is balanced around it.

    The removal of an incredibly strong counter to dwarf (and Engi and Necro to a lesser extent) is definitely a downside of this rework. That said, I can't see any other way of changing assassin and keeping such a strong counter.

    Yeah could definitely be added in once it was tested out. My only concern is that overloading something with a bunch of debuffs can be frustrating to play against *cough* NINJA EGGS *cough*

    Thanks for the feedback!
     
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  6. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    I like the idea:
    - Ninja still a strong counter
    - Is useful in any situation not just when it has redstone
    - Can counter mage
    - Preventing heals makes the class really effective in recovery
    - it is no doubt nicer for new players

    There are however some issues:
    - Recovery is pretty limited. The class takes several hits to kill a player even with shadow dash, and can be crit out in an equally quick time.
    - Your protection enchant to equate to leather is less accurate than you might think. Armour reduces less damage when the intake damage is higher. Protection is proportionate regardless of damage size. Secondly, protection varies depending on the armour. I've searched up and found protection IV only adds 3/4 of an armour bar on iron, so I can imagine protection VI is unlikely to increase it by 3 armour bars
    - Even if the protection was correct, this class is either not doing enough damage or not bulky enough. 7 armour points (leather) means you'll be 2 or 3 hit by everything, whilst also taking 3 hits to kill
    - Leading on from this, Assassin was originally good for killing bulkier classes. This rework changes that - weaker classes are much more easily killed. Bulkier classes are going to take several hits even with a shadow dash (heavy is going to take a shadow dash and 3 regular hits before needing steak to survive. Soldier would take a shadow dash and 2).
    - Shadow dash is predictable as it dashes directly ahead. This is a big issue because the class dies so quickly. If it's predicted it works as if it were caught off guard
    - The bleed heal is pretty pointless when you take so much damage from each hit.
    - This class is almost as prone to mage as mage is prone to it. Assassin will die with a well timed lightning bolt after shadow dash followed with a damage or flame spell.

    I'd suggest:
    - remove the bleed heal. You could make it into something more useful like a weakness effect onto a foe so it takes longer to kill you. Very effective for recovery as your carrier can't kill you easily.
    - Increase the damage output of either the bleed or the true damage to make it more effective. True damage would be the better so it can more easily kill bulky classes. Best ways I can think of:
    Stone sword > iron sword or
    1 heart true damage > 1.5/2 hearts true damage
    For the aesthetic, the former would be better. I think the latter would however be more effective.
     
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  7. Rejeqted

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    I would make the cooldown a bit higher (add like 2seconds maximum).
    And can you hit the enemies while dashing and is the dash like a enderpearl or what is the animation like a grapple hook (for the player who is using it)?
    What i would edit to the Dash is that it takes .5seconds to Block with the sword to Dash so you cant Block instantly and just Dash (so people can notice that you will dash
    But other from that +1 :grinning:
     
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  8. Northernlreland

    Northernlreland Well-Known Member

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    Yeah could definitely be added in once it was tested out. My only concern is that overloading something with a bunch of debuffs can be frustrating to play against *cough* NINJA EGGS *cough*

    Thanks for the feedback![/QUOTE]

    Elf defence mains love being fustrating :wink:
     
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  9. Icarus_82

    Icarus_82 Well-Known Member

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    To be honest I don't have much experience with enchantments so there is probably a much more effective way of making the class tankier than what I've done. I tested the protection levels against mob damage and found it equivalent to leather, but if it's proportionate then having enchanted boots probably isn't the right way to go about it. The main reason for doing this is because gold boots fits quite well stylistically with the class and it would be a shame to have to give the class a full set of armour. Maybe resistance would work better?

    The dash should act like a short burst of speed that moves you in the direction that you are facing - perhaps similar to elf wind element or a soldier wallclimb but much quicker and powerful? It would be quick enough that enemies couldn't hit the assassin (except maybe for a lucky archer shot), but the assassin would also be unable to attack.

    My original thinking is that the dash is what makes or breaks a skilled assassin. It shouldn't be a question of whether or not a player is able to land a dash but when they want to. Skilled players will be able to use the dash in ways that allow them to do damage without charging headfirst into the entire enemy team, or be able to find a quick reset. With this in mind, I don't want it to become a case where players are able to react to their opponent dashing and then dodge it, but maybe an increase in the time the animation takes could help reduce confusion and make it a bit more clear.

    Thanks again for the feedback :smile:
     
  10. StormNox

    StormNox Active Member

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    The current assassin can insta-kill a flagroom in a map whose flagroom is pretty small. Example- Blackout.
    This reworked assassin is less annoying to deal with because it does quite a lot of damage but can still be easily killed.
    You might want to make it so that the bleed effect comes with another status effect for the duration of the bleed. Example- blindness.
    The reason i suggested that is because the bleed only does 2 true heart extra damage. Though that may be a lot when pvping classes with a lot of armor, i personally think that this ability would be useful for backstabs, but direct pvp would result in assa's disadvantage. Adding a status effect like blindness would give assa a bit of a chance.
    Since the bleed prevents any healing apart from chem insta health pots and steak, does that also apply mage regen spell, engi cake, chem regen pot, ninja heal and elf water element??
     
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  11. Icarus_82

    Icarus_82 Well-Known Member

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    Thanks for the suggestions, similar things have been mentioned and I've edited in suggestions. These things are mostly just number-based and can be easily changed

    Yes, any healing that could be used to help a flag carrier except their own steak should be nullified. Mage is an exception in that its primary form of healing is nullified, but this is because assassin is designed to counter mage and I don't want to change that
     
  12. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    Unfortunately potion effects are also proportionate. With that said, resistance offers significantly more protection per level than the enchantment so might be the way to go about it. resistance 1 would probably get away with the full damage reduction (and more besides) as it offers a 20% flat damage reduction. Against higher damages it would protect proportionately more (being worth between 4 and 11 armour points at this level roughly). This would roughly average out at around 7 armour bars, though bare in mind ninjas would have a harder time than if they had armour.
    The three options to reduce initial damage intake:
    Protection - you'd need a really high level on those boots to make it work
    Potion effects - resistance 1 should do roughly the same thing
    Armour - the whole leather setup you said. To preserve the gold boots you could run assassin with an iron chestplate or just use full leather. You could also make it less bulky by 1 armour point and run gold chest and boots.
     
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  13. obikenobi21

    obikenobi21 Delta Force Jedi

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    I really like the bleed in general, and think its a good way to give assassin some damage that's consistent.

    I'm not sure how I feel about the dash being the burst damage. It seems unreliable, and I don't like that assassin has to sacrifice its mobility in order to initially deal damage.

    I'd suggest the following:

    1. Move the 5 hearts true damage to redstone. Works just like the old redstone, pop it, hit someone, and deal damage. This gives assassin a fairly consistent burst. Either that, or change the damage from 5 hearts of burst to doubling the bleed or something.

    2. Move the heal off the bleed and onto the dash. The more people the assassin dashes through the more he heals, or just make it a flat heal.

    3. Make the dash reset the redstone if the assassin dashes through an enemy.

    This allows assassin to have okay damage based on just pvp skill alone and with using redstone. However, to truly kill someone they would need to hit their dash to get the second proct of redstone, giving a solid 10 hearts of true damage along with the bleed + sword damage, but they can reserve their dash to heal or do damage later rather then blowing it on their engage initially.
     
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  14. Northernlreland

    Northernlreland Well-Known Member

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    I also think a simple bow, that gives slowness 1 for 3 seconds would be good, *make the cooldown* like elf wind element.
     
  15. Proterozoic

    Proterozoic Wiki Team is a Semi-Staff Rank

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    totally disagree with this. Given how fast assassin is going to die something more slow paced like this would not be helpful. Additionally this doesn't tie in with the other abilities too well. Slowness could be useful, but definitely not in this bow form
     
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  16. Northernlreland

    Northernlreland Well-Known Member

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    Make the arrow shot a full force arrow by right clicking, almost like a crossbow. Means the assassin can still sprint while shooting the bow.
     
  17. scapezar

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

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    I like all these ideas, could definitely be fun to get good at with also good recov potential.

    However, I’ve always been in love with assassin my true love & main, sorry @chemist - it’s easy, simple, powerful, and fast. By no means is it weak or too OP, for a noob or pro. It’s honestly 99% balanced. Ping factors in like it factors in for every other class - it’s just exaggerated for assassin since it’s an instakill for either side, but the same can be said 1v1ing pingers or laggers with any other class. So I honestly don’t see why the hates on assassin for this one - u see one, block and kill it, /shrug. Ping adds a small factor of inconsistency to its power/weakness, which I think is a good thing - it affects the players on both ends, and it’s just another challenge to master. (And people saying u need super low ping to be an assassin g0d, I’d think twice when u face against a 150-250ms assassin, js, delay & spiked up ping can be OP) #mindgames
    I guarantee that it all depends how well u master playing with ur ping and getting used to the timing of ur hit/knockback rhythm.

    TL;DR...
    SO BASICALLY, I think assassin should STAY as a class - keep it for the real Gs and people who like the simple, all-or-nothing, fast combat style - with minimal pvp required since it’s just 2 clicks...
    Noobs lives matter too

    But bring in this rework as a new class. Would be best for Brawl money-wise, and I think also for the casual and competitive community too - no one would be hurt this way. This rework is completely oriented toward the skill and game-sense of veteran players. We just need to spam way more in-game messages about how u can “block” an assassin’s instakill and hit it back to instakill it, because new players never find out unless directly told. Its name can be “Shadow Hunter”, “Hunter”, “Predator”, or whatever, armor could be based on a sort of leather (with protection/resistance) combination, and for being a different class, its abilities/effects can be expanded or redefined a bit to more clearly fit its own niche, which atm I think it can still do. Adding in a new ability would be what I’d do tho tbh ngl (just look at past class/rework thread suggestions for ideas, there’s a ton of small really cool ideas to steal from there).
     
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    #17 scapezar, Aug 27, 2018
    Last edited: Aug 28, 2018
  18. Icarus_82

    Icarus_82 Well-Known Member

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    I think this is better than my original idea, I'll add it in.

    I think this is straying quite far from my original rework - which revolves around the dash being the key - and more towards current assassin. One of the aspects I wanted to keep was the riskiness of assassin, so if it was better to have consistent damage then that would probably be a separate rework.

    My idea for the class is that it is constantly moving, whereas a bow creates directly the opposite. If slowness was appropriate it would probably be better in a different part of the class, as Chaos suggested.

    I've made this on the assumption that assassin needs a rework sooner or later because instakills are often looked down upon. If assassin doesn't need to be changed then these ideas will be here either way and could definitely be adapted into a new class.
     
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  19. obikenobi21

    obikenobi21 Delta Force Jedi

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    Since you want to completely revolve around the dash (which is fine), I'd suggest a separate non-combat movement ability. It seems to me that assassin really wouldn't be able to effectively catch up to flag carriers with speed I and a dash, and using your dash for movement doesn't seem worth it most of the time.

    In addition, I'm not sure I like the fact that assassin needs to block to activate the dash. Could that be moved to a separate item? It would make the ability more fluid imo, because blocking seems like it would just feel awkward to aim with, and it stops you from moving.
     
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  20. Icarus_82

    Icarus_82 Well-Known Member

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    Yes of course
     
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