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Idea Assassin Rework Concept

Discussion in 'Capture the Flag' started by iMuffles, Nov 2, 2015.

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  1. iMuffles

    iMuffles Well-Known Member

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    So assassin is pretty broken because it's too ping-dependent and it also gets too weak while redstone is deactivated, encouraging players to respawn. The gameplay is pretty uninspired also. Hopefully this changes things???

    I think assassin isn't a class that needs 10 different abilities - so I've made a simple rework for what should be a simple class (at least in my opinion).

    Inventory
    - Armour stays the same (gold boots only)
    - Iron Sword
    - 3x Leap (renamed Sugar)

    Abilities
    Passive Speed I and immunity to ongoing damage effects (fire, poison).

    Assassinate: Hit an enemy twice in 1.5 seconds without taking any damage to put the enemy in "vulnerable mode" for 5 seconds, highlighting them in their team's colour (possible in 1.9, I think). You hitting the enemy while they are in vulnerable mode instakills them. You can put an enemy in vulnerable mode once every 15 seconds, indicated by the XP bar (which drains when the ability is used, and fills back up).

    Leap: Right-click leap while moving in any direction to be shot 5 blocks in that direction in half a second (you can leap backwards using the "S" key or sideways using "A" and "D"). Use while sprinting to make the jump 7 blocks. Regens 1 "Leap" every 4 seconds.

    Lifesteal: Hitting an enemy heals the assassin by 1 heart, and lowers the cooldown on the assassinate skill by 1 second (if on cooldown).

    Reasoning
    The assassinate in this rework requires a 2-hit combo and then another hit to activate, meaning you need 3 hits to instakill. Most classes should be able to kill an assassin in 3 hits, so it's still stealth-dependent but requires more skill on the assassin's part.

    Speed boost was pretty uninspired so I gave passive speed and the leap ability, which I think is more suitable for the new mechanics I've implemented.

    Lifesteal is there for survivability, and lowers cooldowns to discourage constant respawning.

    I've tried to make the playstyle in general a lot more fun, rather than 1-hit-instakill or be 1-hit-instakilled, which is either frustrating for the enemy or frustrating for the assassin. You can do some pretty siq strafes and hops with the Leap mechanic, all the while lowering your cooldown and regaining health.


    Thanks for reading, I'd appreciate any feedback.
    Cheers!
     
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    #1 iMuffles, Nov 2, 2015
    Last edited: Nov 2, 2015
  2. Sn4x5

    Sn4x5 Ex WarZ Mod

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  3. Codebastian

    Codebastian Well-Known Member

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    +1 - I really think that this is one of the best re-works for assassin.
     
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  4. EmperorTrump45

    EmperorTrump45 Dank Memer

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    This Assassin rework reminds me of a nerfed Ninja with less mobility, much lower damage output, and far more limited stealth. I do like the concept of adding more skill to the class but in my view it does not make Assassin less broken (for the most part) and instead makes its weaknesses even more obvious and ends up inadvertently buffing classes like Dwarf and Chemist.

    EDIT: Sorry about that. Anyway here's the rest of my spiel on all this stuff,

    Assassin has always reminded me of Ninja. Sure their abilities are different but Assassin and Ninja accomplish more or less the same goals. For instance, Assassin is low armor, has a low health pool and is meant for taking out 1-3 targets at a given time. Ninja is also low armor, has a low health pool (although it can regenerate it very slowly) and can only take out or fight a few targets at a time. Granted, Ninja is capable of dealing consistent damage where Assassin deals damage in big bursts but that's beside the point, which is that the classes are more or less similar in what they do/can do and (to some degree) in how they accomplish it.

    My primary issue with this rework is that it makes Ninja and Assassin far too similar to the point where Assassin is not actually all that unique or useful. This Assassin has many of the same abilities as current Ninja does. It can teleport, has a permanent speed boost, and can burst down enemies. However, the way this Assassin is like a nerfed Ninja is as follows:

    -Its teleport (the 'leap') is basically a nerfed Ninja enderpearl.
    -The permanent speed boost is actually lower than Ninja's.
    -Its only strong offensive capacity, which is that it can burst down enemies after 2 hits (without being hit) is on a 15 second cool-down after being used and is far too luck or skill based to be a reliable source of damage. On the other hand, Ninja can deal consistently high damage and has higher mobility and invisibility and flash bombs to aide it in PvP. Assassin only has its leap which is somewhat useful but can hardly compare to the tools Ninja has.

    Also, I do agree that individual reworks don't really work for making things a bit better in current CTF since everything is so broken (on the whole). However, this rework is a step in the wrong direction because instead of actually giving Assassin a legitimately unique role in the game it merely turns it into a nerfed version of Ninja (and not really doing anything Ninja doesn't already do) which the game would have to be tweaked to compensate for.

    @iMuffles
     
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    #4 EmperorTrump45, Nov 2, 2015
    Last edited: Nov 2, 2015
  5. Lung

    Lung Well-Known Member

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    If any class needs a(n) improvement/fix, it's necro. But I like your idea +1
     
  6. obikenobi21

    obikenobi21 Delta Force Jedi

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    The thing is though, a 2 hit insta-kill would be more frustrating then a one-hit, at least for the person getting insta-killed. Because they can't block it, there is basically no way to avoid this for some classes in most situations. 2 hits are really easy to get off, and since people can't block this, it leads to a bunch of rage.
     
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  7. iMuffles

    iMuffles Well-Known Member

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    Thanks for all the feedback, everyone!

    I personally don't see what you mean by this, but I guess I'll wait for the longer post. And I think we can agree that the issues with dwarf and chemist can't be solved by making other classes counter them more effectively - they need reworks.

    It's a 3-hit instakill, and you can't lock the enemy in vulnerable mode without having two quick consecutive hits without taking damage in the middle. You're likely to be knocked back with the first hit, giving you time to react, and even if you're in vulnerable mode they still need one more hit to kill you.

    So yeah, if you're stealthy you should be able to get them vulnerable, but take into account knockback and reaction time and I'd say killing the assassin is a valid counter to this.
     
  8. obikenobi21

    obikenobi21 Delta Force Jedi

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    o, oops, I misread that. I was thinking more along the lines of say, a crowded flagroom. Where before you could just block an assassin, now the assassin can just hit you and it's going to be close to impossible to hit them. In addition, I don't really like how assassin can't choose when to use their ability. Say they are reking a ninja, but then vulnerable mode happens. They could have killed the ninja without using the og ability (as to not waste it and save it for an important target), but is activates anyway.
     
  9. iMuffles

    iMuffles Well-Known Member

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    I think assassin isn't great for clearing flagrooms anymore (one player shouldn't be able to kill 4-5 defenders at once), since you're likely to get hit, disrupting the 2-hit combo needed to make a player vulnerable.

    But good point on the triggering of it, I'll try to think of something that allows you to selectively trigger the assassinate. Thanks!
     
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