Heroes of Hammerwatch II

Heroes of Hammerwatch II

Captain's Ninja Class
22 Comments
Korra Altarmore 29 May @ 3:45am 
Hey you're fast at making these mods! Congratulation on finishing the Ronin class, that's awesome!

Thanks for making it!
I'm gonna give it a try right away!
Korra Altarmore 29 May @ 3:44am 
I have noticed the Kunai being quite useful in a hit and run tactic, you launch one, you hide, you come back and if there're enough dots on it, the entity won't survive it unless it's an elite or something.
Korra Altarmore 29 May @ 3:43am 
Yeah, the 1% aggro range is cool, they won't know you're there until you hit them.

0 % to 100% is OP yeah but I didn't mean it as if a skill should be able to do that, more like IF you somehow one shot an entity, no one else that's standing around that hit entity will aggro you, like they won't even know stuff around them took place cause you killed them "stealthily", something like that.
Captain Vortex  [author] 28 May @ 2:37pm 
I Have Unleashed the Ronin Class. I Hope you Enjoy :)
Captain Vortex  [author] 28 May @ 11:27am 
<dict name="binds">
<float name="sneaky-sight">0.8</float>
<float name="surprise-damage">1.2</float>
</dict>

<array name="modifiers">
<array>
<dict>
<string name="class">Modifiers::SurpriseDamage</string>
<string name="mul-bind">surprise-damage</string>
</dict>
<dict>
<string name="class">Modifiers::PlayerTargetedRange</string>
<string name="range-mul-bind">sneaky-sight</string>
</dict>
</array>
</array>

This is a snippet of code that shows how target range and stealth damage works.
(binds have to be used for skill levels to work)
Captain Vortex  [author] 28 May @ 10:50am 
btw Kunai are surprising effective at stacking DOTs due to their low cooldown if skill orbs for dots are chosen.
Captain Vortex  [author] 28 May @ 10:49am 
A 100% to 0 kill would be too OP on ng+. I gave ninja parry and evasion bonuses so they can survive when stealth is not feasible (such as on bosses)
Captain Vortex  [author] 28 May @ 10:47am 
max stealth training reduces foe aggro range to 1% (for example wasps will have an aggro range of 1 after, which is smaller than their hitbox)
Korra Altarmore 28 May @ 9:46am 
It'd feel a bit more satisfying to sneak up to a target from range, line up a shot and the projectile hits quite quickly and you move on.



And one more "out there" idea, is it possible to give a passive skill, that makes it so if an entity is killed instantly without from 100% to 0% HP in one hit that no aggro of surrounding mobs will aggro you?

I know you mentioned you tried messing with aggro, but just asking, it would be a cool addition.
Korra Altarmore 28 May @ 9:46am 
Also, sorry if my suggestions seem kinda "out there" I don't have a single clue as to the limitations of making classes work in the game.

Like with the charging skills for Kunai not being able to increase projectile speed.
Didn't know that, but I do think it would be cool to still differentiate the projectiles a little bit more.

I know they're different in appearance, and the Shurikens do bounce, but they do travel at what seems a similar speed.

Maybe the projectile speed of the Kunai's go up but per level, but you increase the base cooldown of them so that you can't spam them even quicker them before.
Korra Altarmore 28 May @ 9:39am 
I haven't had the same experience when it comes to blending in the crowds but maybe that's at max level Stealth Skill? Where you can practically stand right behind your targets?

I just about unlocked that so, my suggestion was mainly to give the feel of such a playstyle from the base kit as appose to the upgraded forms by leveling up the skills.

But I do think the Ninja Class is enjoyable as you made it, I had no idea about the issues with dropping aggro, although I do know about the leash range, just seems like along range when you're in a narrow hallway/cave/etc.
Captain Vortex  [author] 27 May @ 10:37am 
Smoke now applies confusion and blindness. (blindness only gives enemy attacks a chance to miss). This is the closest thing to "drop aggro" that I can get.
Captain Vortex  [author] 27 May @ 10:03am 
note that even when foes are aggroes, un aggroed foes won't aggro if the aggroed one go near them. You can "slip away in the crowd"
Captain Vortex  [author] 27 May @ 9:58am 
Also, I currently like the ninja the way it is now. My goal was an assassin oriented character with knowledge of some forbidden arts (hence shadow and the shadow dot)
Captain Vortex  [author] 27 May @ 9:53am 
Foes have a leash range as far as I know
Captain Vortex  [author] 27 May @ 9:51am 
charging a skill only increases damage, nothing else can be done (except movespeed when charging)
Captain Vortex  [author] 27 May @ 9:50am 
I haven't found a working way to drop aggro. I have tried.
Korra Altarmore 27 May @ 5:16am 
If you do end up making the Kunai a charged move, it'd be cool if you could still use it on the run, like a Ninja, so no slowdown, just make the base projectile a lot less scary, but when charged, it's fast and it hits hard, maybe even pierces at full charge?
Korra Altarmore 27 May @ 5:14am 
But I will say, it is pretty fun to have the option to throw different types of projectiles at your enemies.

I do like the Shuriken's bouncy nature, and it's fun if some random enemy that got hit before makes its way to your fight and you take them on as well, but there should be a way out for a Ninja hence the previous suggestions.

Another suggestion would be to make the two projectile types a little different by making one of them a charged singular projectile that deals a lot of damage or is nearly spammable, but does very little damage when spammed, like the Kunai is a very aerodynamic looking projectile, maybe make it charged and at max charge it hits harder but also flies faster.

It'd make it a bit different, throw a quick Shuriken in the midst of combat? Open a fight with a charged Kunai shot with high velocity?

Could be cool, just differentiates the two projectiles a bit more.

Sorry for the message spam!
Korra Altarmore 27 May @ 5:01am 
The reason I am suggesting this is because there's a skill in the base kit called Stealth Training, but you don't have a way to re-engage it when an entire level makes its way to you if you threw a Shuriken across the field and it ping ponged across and aggroes a ton of mobs your way.

If you purposely had a low HP brittle and easy to kill Ninja in terms of HP scaling but make their single target elimination game a bigger focus, and give them a way out when too many troops come to the Ninja, you'd feel like a Ninja when you elude the troops multiple times over as you take the troops out one by one if you have to.
Korra Altarmore 27 May @ 5:01am 
And then introduce a different skill for the Way of Shadows subclass, like a shadow clone, that teleports the Ninja to a random location away from enemies whilst leaving behind a dummy of smoke and shadow that will die when its already low HP bar goes to 0 upon the elimination of the shadow dummy the shadow dot applies to anyone that survived.

Another cool skill could be something like: "Premeditation" upon using the skill gives you one stack of "Premeditation" this powers up your next move by a percentage and it will be a guaranteed critical hit, were it be weapon attack or skill/spells, but only for one attack, and the "Premeditation" skill should be on a high cooldown timer so you can't just spam high hitting damage all the time, this would be meant to take out elites in an instant, and then you can use Smoke Bomb to re-engage with a smaller group at your leisure.
Korra Altarmore 27 May @ 5:01am 
Playing this new class of yours, fun so far!

Although I do have some suggestions.

Since this is a Ninja Class, and is about stealth, maybe give the base non-subclass spell/skill kit a way to re-up the unaware bonus and get out of sight when an battle doesn't go according to plan.

I've yet to get to the Subclasses of the Ninja Class, but you listed the: Way of Shadows subclass has a skill that's a ground targeted shadow dot.

I suggest to move that skill to the base kit and rework it so you can re-engage stealth when stuff goes awry.

Like a Smoke Bomb, when you throw it, anyone in the smoke cancels ALL aggro, with the exception of bosses, and it gives the Ninja a higher crit rate when in the smoke themselves, as they taught themselves how to move in the smoke, be the smoke as it were.