XCOM 2
Assassin [Old, Unsupported]
Assassin class feedback
I've been testing some class mods out in this latest campaign, including Rifleman & Engineer - both of which I like quite a bit & have become staples in my lineup - so I'm gonna give some honest feedback here. I had high hopes for the Assassin class b/c of the potential of a mobile stealth sniper, but the way the skill tree is set up doesn't really allow for it & kinda forces you to be a weaker version of either of the classes instead of a unique hybrid:

1) As a sniper starting w/ Phantom, this class is absolutely BEGGING for early access to Shadowstrike - or what's the point of taking Conceal - but doesn't have it AT ALL, and it doesn't really need Shadowstep b/c it shouldn't be at the front lines like a Ranger (it'll only be using the sword when it's guaranteed to finish someone off or they draw in too close).

2) Instead, it's a sniper that has fewer aim bonuses, but still has one of the worst abilities: Deadeye, something it can't afford w/o stacking aim bonus items (which you don't wanna have to use on your sniper class).

3) I noticed right away the Assassin is crippled as a sniper until he gets Snapshot (great skill to include), so I can't use a sniper rifle until he gets it, especially on time sensitive missions, otherwise he's just a sword running around w/o a gun, always setting up for a shot while the rest of the squad is moving on. This might be different if he had some version of Shadowstrike, so at least he was hitting hard w/ those opening shots from concealment (a niche worth filling w/ this archetype).

4) The 2nd tree should probably have more focus on using stealth, but as a sword-using sniper he could really use Bladestorm as a last line of defense.

5) As for Shadow Dash & Shadow Veil, I like the inclusion of passives, but +5 mobility is A LOT (my Ranger got this from AWC and she's a monster) - especially coupled w/ the GTS bonus - while +10 Dodge is not a lot at all, so it's not even a contest. The class doesn't really benefit that much from a little extra dodge (or even Shadowstep) anyway b/c it's not primarily a frontline Ranger, it would be better off w/ some aim bonuses. If for some bizarre reason someone wanted a sword specialist, a Ranger w/ a mobility PCS & Untouchable is always a better option.

If I tried to design a balanced Assassin class, the early ranks would look more like:
Squadsight - Shadowstrike
Snapshot - Conceal
Death From Above - Blademaster
Aim - Bladestorm
Shadow Dash (+3 mobility, maybe an additional +1/+2 ONLY in concealment) - Deep Cover

This is closer to the Sniper/Ranger hybrid class I'd like to try. (Ranks could be switched around of course, like Blademaster & Conceal, but Snapshot should be earlier on the tree & you should still be able to take both Snapshot & Blademaster). This way you wouldn't be forced down one path or the other (so, just Sniper), you could focus on attacking from stealth while still keeping sniping viable, or sniper rifle aim/mobility, but you wouldn't have to give up as much from the sniper tree for your sword to be useful. You'd still have increased mobility (but not over the top), or the mobility/defensive/offensive synergy of Aim & Deep Cover, Sharpshooter & Ranger abilities that were made for each other. The only real loss to the class is Implacable, but you get potentially the same effect from Death from Above instead, and w/o Bladestorm the sword is almost superfluous unless you take Reaper.

Anyway, I like the idea, I think it IS workable and this is closer than some other versions out there, but b/c of the dynamics of mixing melee & long range the skills need to be more carefully configured than other combinations of primary & secondary weapons (I've seen at least one other version that is a complete mess). Giving this class access to a shotgun sort of defeats the purpose & takes away the need for making a balanced sniper. All feedback here is meant to be constructive & helpful, of course. And just for the record, I liked the colored icons.
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Showing 1-11 of 11 comments
Arkey 29 Feb, 2016 @ 8:37am 
Disclaimer: Loving this Mod.

Generally I agree with @mediumvillain. Every 'class' has something unique about them and what I'm enjoying about this class is the mobility and the tactics it brings. With the blend of ranged and melee damage I feel I always have a good option. It's not as powerful as the sharpshooter with longwatch and killzone in it's use of the sniper nor as frontline-esk as the Ranger in it's use of the sword but I feel it does blend the two together well.

I would only hesitate on the amount of mobility we are given. The +5 shadow dash is a lot especially when complimented by the +3 given by the GTS training. That's +8 without even trying and can get a little cheesy. +2-3 is probably more balanced if you don't want to change the GTS ability (and i wouldn't).

I do have a question as to why you allowed shotguns available as the primary weapon. To me this is the only real 'fault' in the class as of now. Sure there's fine-tuning in other areas but this just feels out of place.

All in all I am loving this mod, thank you for all your hard work!
Richard  [developer] 2 Mar, 2016 @ 2:34pm 
In my playthroughs so far I had a hard time keeping the Assassin alive. I had Hunters who were great and scouting, sneaking and hacking objectives but were fairly frail if they got caught or had to act on their own. Then I tried the Sniper type and he had become god. Accruacy and Critical rates were through the roof and the ultra high mobility allowed me to dash to high ground and take further advantage of that.

I have attempted to rework the skill trees with the feedback recieved so far. I will show the current tree below and explain the "logical" reasoning behind it. I have not had chance to play the game lately, I managed to beat it twice when I was on holiday (vanilla and modded runs).

Squaddie: Slash & Phantom
Corporal: Squadsight or Shadowstrike
Sergeant: Snapshot or Blademaster
Lieutenant: DeathfromAbove or Conceal
Captain: Aim or DeepCover
Major: ShadowDash* or Shadowveil
Colonel: Serial (IntheZone) or Reaper

*Nerfed from +5 to +2. GTS Skill unedited.
Lost Skills: Shadowstep & Implacable

Shadowstrike has been brought in to allow the "hunter" to get a significant advantage. However I do believe squadsight is still a prefered pick here. This does mean "Shadowstep" is removed. I am a little concerned that the assassin has no way of getting itself to safety without conceal now.

Snapshot was moved down a rank due to its usefulness for this class and if you are not using the sniper rifle then I would assume blademaster is your go to.

Death from above is a skill I rarely ever used, all my sharpshooters were gunslingers due to the "flexibility" vs stationary sniping abilities. However I do think it will be useful for this class as elevation and "staying back" is key to its survival. Conceal is the alternate for this, now more useful with shadowstrike and is essentially a good trick to disapear after being exposed.

Deep cover has been added in place of Implacable. I'm not sure how I feel about this, Deep Cover is likely to keep you "alive" on a retreat but Implacable was great for repositioning snipers (although snapshot fixes that sort of) and falling back a bit.

ShadowDash has been reduced from +5 to +2. This should make it more balanced hopefully.

I haven't changed Colonel skills. They are both very situational which I believe is fair.

The shotgun is just an alternative weapon if you want to fight mid to close quarters. It's useless to the sniper tree but has a good critical rate which compensates for the hunter tree. Personally I quite like the SMG on hunters, they move stupid fast and usually clear objectives for me.
Arkey 3 Mar, 2016 @ 10:34am 
Loving the update. I feel shadowstrike fits better and is more rewarding to Hunter focused Assassins and yes they will have to rely on conceal for safety but they also get rewarded for using it offensively (like an assassin would) as opposed to just defensively.

Shadow Dash definitely feels more balanced now.

In fact my only critique is DeepCover. So looking at the trees, Aim fits well will the Sniper. If you have to reload and can't shoot or don't want to take the snap shot aim penalty or are just scoping out a shot in squad sight, you get a wonderful +20 aim next round. Deep Cover, well I'm hesitant to say it doesn't fit, but really it's more an overwatch/frontliner passive and I find myself rarely overwatching with my assassin or having my assassin on the frontline (even my hunter assassin but that was before the loss of implacable). I honestly really miss Implacable, not for the sniper (it is definitely good but death from above should give the same result if they're perched) but for the melee focused branch. Being able to sword a low health ayy and duck back into full cover before the round ends just felt super assassin-y to me and I really enjoyed it. I'd make a bid to bring Implacable back instead of Deep Cover.

Other than that love the update! Thanks again for your continued hard work on this mod!
Richard  [developer] 3 Mar, 2016 @ 10:37am 
Yes I will bring back Implacable for DeepCover. I dont like DeepCover that much either :P
mediumvillain 3 Mar, 2016 @ 5:01pm 
I was kinda spitballing w/ Deep Cover (it's pretty meh unless you can take it alongside Aim, the only time I've taken it is when my Ranger got Aim from AWC) and skill arrangement. There was always an argument for stacking dodge on the class (they're good w/ Wraith suit), etc. Was hoping maybe to hear some other takes on it. I'm plenty happy just seeing Shadowstrike implemented. I like the update overall. Now the Assassin I got at Colonel doesn't have crazy 21 mobility.
mediumvillain 5 Mar, 2016 @ 5:45am 
I have noticed one thing that stood out since the update: +5 mobility is too much, yeah, but +2 instead is quite a downgrade for a Major-level ability. The Engineer class has a Corporal-level ability - the first rank of the actual skill tree - that adds both +2 mobility AND +10 Defense. Another point of mobility? Combine the mobility & dodge perks & use something else for the other side of the tree? I dunno, but I noticed the juxtaposition there when I was browsing Chooseable AWC perks. In general, loving that the two trees don't feel mutually exclusive anymore. And while I remember: there's a typo on the Engineer ability Nanobots ("helath").
Richard  [developer] 8 Mar, 2016 @ 1:18am 
an update for you; Engineer will get +1 Mobility instead of +2 for Duck and Cover as well as a spelling fix. Rifleman is getting some of it's skills moved around, "Stick and Move" will get reduced mobility and I am currently working on Rifle Suppression for that class.

Do you have any useful feedback for the Heavy Gunner?

Also for the Assassin I am thinking of removing ShadowDash/Shadowveil (But keeping them as AWC skills) and adding a new skill for the sniper tree (either like headshot for extra damage/crit or a 100% shot abillity; something to fuse well with serial) and for the hunter tree I was thinking of "Mark of Death" which would be a better version of the Advent Officer's Mark Target ability. Granting all allies extra AIM and CRIT chance against a target. This would only cost 1 action. What do you think?

The Rifleman changes currently are:
Squaddie: Suppression / Pistol Shot
1: Tactical Sense / Covering Fire
2: HipFire / HoloTargeting
(Rest of tree is same as currently is)
Note suppression now activates but doesn't seem to do anything :\ It needs a camera but the "Cannon" suppression camera bugs out and makes the skill do nothing.
mediumvillain 10 Mar, 2016 @ 12:57am 
Crit version of Mark sounds like a cool addition. Might wanna at least keep a mobility/dodge combined skill or something. Don't wanna nerf mobility too much, that's one of the things that makes them unique.

Gunners could probably use a secondary weapon, at least a pistol. I haven't really tried them much yet though. Trying so many class mods on this campaign that at this point I have a full crew after 2 Rookies scans, a couple recruits & everyone is a different class.

Dunno why suppression doesn't work right w/o a cannon, but I've heard that a few times. Maybe check out some mods that get it to work (off-hand I can think of the Pulse Rifle) & see how they got it to work.
Richard  [developer] 10 Mar, 2016 @ 3:33am 
I checked out Pulse Rifle and I couldn't figure it out. From what I see the "Pulse Rifle" is treated as a cannon somehow but is a assault rifle?
mediumvillain 20 Mar, 2016 @ 7:06am 
FYI, there's a "suppression visualization fix" mod now for custom classes and stuff to use the default firing animation
Richard  [developer] 20 Mar, 2016 @ 2:37pm 
Thanks but I went for an alternative solution in the end. People don't like seem to like it or suppression but whatever :P
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