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Idea Slight Changes To Assassin

Discussion in 'Capture the Flag' started by Crashable, Apr 11, 2020.

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Which idea is your favourite?

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  1. Crashable

    Crashable Crashable

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    Heyo,
    I'm just trying to add some pizzazz to the class and give options to change it.

    1. Change To The Sword
    I'm thinking we add Knockback 1 to the sword. This might give assassin more options to escape more bulkier classes. Most assassins use all of their speed items to chase down their main target, meaning they don't have any to escape from the target's support. If we add this to the sword it gives the player more opportunity to push their opponents away so they can escape to a nearby medic.
    2. Change To The Boots
    Most assassins are either roamer or defense. This meaning that they fall from high places to recover or take a lot of damage and then die instantly after jumping off one or two blocks. Adding Feather Falling 1 to the boots give that little bit of extra protection when recovering. I think it will be a little change with a big difference.
    3. Change To The Effects
    This one is a little bit of a whacky one but I feel that it has potential for the class. I think we should add Weakness 1 to the class. Assassin shouldnt be a class where they prioritise killing enemies without having their assassinate. Most of you will be thinking that this will make assassins unable to get their assassinate by killing enemies: my solution for this brings me to the 4th idea.
    4. Change To Assassinate Recovery
    Instead of either waiting for the redstone to come back or killing someone I think it should have the same mechanic as the recent Weirdo class: the more hits you get in, the further your Redstone bar goes up. This will make assassin less of a class that dies after every kill but will make it more of an assassin: waiting in the shadows for the right moment to strike.

    Thank you all for reading all of my suggestions for changes to Assassin. These are not to be considered together but are individual ideas. It would be bad if we added the knockback and the redstone recovery change together because it would be harder to get hits in and would make life harder for you assassin mains out there.
    Crashable :grinning:
     
  2. Northernlreland

    Northernlreland Well-Known Member

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    Honestly, knockback 1 can be really annoying, and im sure with speed III this wouldn't have a positive effect on the game.


    I'm not sure, alot of assassins use the fall damage to die to recover the redstone, so this could actually be a nerf.


    Weakness one would nerf the class too much. Assassin relies on getting sword kils to regain redstone, and also to defend themselves against ninjas. The class also needs the damage of the iron sword to force people to unblock to steak, for example.



    I honestly just prefer the way assassin is at the moment.
     
    • Agree Agree x 2
  3. Crashable

    Crashable Crashable

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    I agree that assassin is great at the moment, i was just expressing some things that could mix up the gameplay and change up the class a bit. Thanks for the feedback.
     
  4. Arkenssine

    Arkenssine Member

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    I’m not really too sure of these changes considering I rarely use assassin; if I were to say a general interest of the community it would have to be making assassin a less ping reliant class- half of our complaints with assassin are blocking and still getting assassinated which reduces the chance of proper countering because the class is just too split second for there to be a consistent use

    I wouldn’t know how to appeal to this issue, perhaps a delay on the assassin mode activation with some sort of bufff for compensation, maybe a revamp on the mechanic as a whole. Honestly this class is probably one of the hardest to balance without removing that strong role it could play already because it’s so simple that a small change would have great impact
     
  5. Salty_Ivan

    Salty_Ivan Well-Known Member

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    I think the changes you propose will do quite the opposite, as Assassin would need to actually go and charge up their bar in the first place and exposing themselves instead of attempting to travel to the target without being noticed.
    It would also really hamper recovery as they would have to charge their bar against people before being able to actually go and recover. Such a mana bar would also be hard to balance, as if you make it too long the class is useless, but if you make it too short it's too good.
     
  6. Dequoy

    Dequoy Active Member

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    Interesting thoughts on Assassin, though I do agree with some of the drawbacks not being worth the change in most cases. The feather falling is a good idea since the boots are what define the Assassin and it makes a lot of sense. It would hinder the damage suffered from falls if an Assassin WANTS to die from a drop-off to quickly replenish their redstone on their own though, but I see it as more of a buff for the class than a nerf personally.
     
  7. Crashable

    Crashable Crashable

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    Yes, there are many flaws to this but as I said in another reply: this was just to get conversation started about possible changes to classes.

    I agree, i dont really play assassin but I feel this, dwarf and archer have the most room to work with changes.
     
  8. Dequoy

    Dequoy Active Member

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    This post about Assassin changes sparked an idea, but it deviates from the suggestions that are listed even though it would definitely change things up for Assassins - and those fighting against the Assassins - but while remaining quite similar to how Assassins already play:

    I wonder if it might be cool if Assassins had the assassinate ability available for use ALL the time -- BUT... as it levels up, the power ratio varies. At 0%, it would have no effect...and the Assassin wouldn't dish out or suffer any more damage than normal. For every 5%, the Assassin attack swings would dish out 1/2 true heart of additional damage but the Assassin would suffer 1 true heart of additional damage from anything that hits them while the assassination ability remains in effect. So the Assassin suffers twice what they can dish out - but only if and when they decide to activate their assassination ability.

    So for example, if activated when the assassination level is at 40%...then rather than having to wait a long time for it to reach 100% while being squishy, the Assassin could activate the ability and deal at least 4 true hearts of damage with each swing but suffer at least 8 true hearts of damage by anything that hits them. The Assassin might survive a hit, but not two hits without heals. But, an unsuspecting target might get hit three times...and with at least 4 true hearts of damage from each, that would kill them and grant the Assassin some absorption if it was executed before the assassination ability ended.

    If activated at 100%...then it would behave exactly as it does now (but technically the Assassin would suffer 20 true hearts of damage and be overkilled if hit, but the effect is no different: instant death).

    Even if a kill were to be made by the Assassin during the assassination powder activation at 0%, the Assassin would be granted the absorption effect but without any bonus damage and no increase in the assassination level until it cools down, resets, and then begins to climb again. So...in other words, abusing it by constantly activating the powder to increase the chances of gaining the absorption effect from kills wouldn't really help toward being more powerful because it would constantly be at 0% and offer no bonus damage in this case.

    The assassination level's increase rate wouldn't be any different than the cooldown on the assassination is now...but it would be available at less than 100% if the Assassin wishes. The exact same targets-that-block-suffer-no-extra-damage aspect would apply as it does now and all.

    As for Medics...maybe they would be able to bump the assassination level up to 100% when they restock an Assassin...or maybe Medics would only restock the sugar rush supply as a bit of a balancing nerf while the assassination level remains unchanged. I haven't really put as much thought into which seems more fair. Currently leaning toward Medics being able to bring the assassination level up to 100% in this case though.


    Some pros: Assassination powder would be beneficial all the time (rather than far less frequently as it replenishes or is restocked by a handy Medic or a typical kill). Enemy players would have no clue what level the powder is at even if they can see that redstone powder being held.

    Some cons: No more instantly being granted a fully-effective assassinate instakill from each regular kill achieved. Also it might wind up playing a bit more like a higher profile version of Ninja in PvP.
     
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