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You have defiantly unearthed a bug, male characters should not have 0 STR - I will fix this ASAP, some thoughs based on your feedback
Ambush
I will reduce the damage on this, I like the cooldown low as the mobility plays really well into a combat assassin, agreed the DPS is high though and will be reduced.
BLADE SHIELD/ASSASSIN VEIL / HONOUR AMONG THIEVES / SHADOW MASTER
I can make these a toggle with a mana cost per second
MIND SHIELD
i can look at your suggestions and rework
ACROBATICS:
i can look at your suggestions and rework
POISON STAB
Agreed it does a lot of damage, I can spread over more time as suggested and up the cooldown
Poison Master
Reduce bonus Posion damage to 1% per level and poison recution to 2% per level
Poison Aura
Make a toggle skill
POISON BURST:
I can look at your suggestions and rework
POISON GLOBES:
I can increase the duration from 6 -7 to 6-9 but when it stacks, or you play with a "tank" friend and manage to stack it does massive damage. Another trick is try tarrcohs tomb and pre stack when swarms appear and you will see what I mean :)
POISONED CORE:
I increased the chance at higher levels, the problem I have with this and possibly mind shield is that a melee assassin can be squishy(assasin does not use a shield) and at end game if you get 1 - 2 times you are dead, generally you don't want to get hit. I am just worried if I reduce the chance it becomes useless or only good for levelling?
i will have second read soon and make sure i did not miss any points.
Ok lets see:
Ambush:
What im afraid is that with a cooldown of 5-4 seconds, it can be used so frequently that make the assassin almost unkillable except for onehits, as it might be able to run away anytime. One reason i wanted ahigher cooldown is also i added it the ability to cause NLIND, wich renders teh enemy totally defenceless, being one of the most OP status. Hence, my will of increasing cooldown to not abuse of it.
[I read ur concern about assassin being squishy, ill go back into that later)
Still here a suggestion for it with lower cooldown.
Cooldown to 6 seconds. (instead of 5... at least a increase of 1 second could be ok?)
Damage 51% weapon DPS+1 per level (maxed, 65%)
Chance to cause BLIND for 2 second 31%+1% per level (maxed 45%)
***Note that blidn may render the enemy totally defenceless, its way too powerful, so the chance to proc need to be somehow low. Maybe even lower, but may recquire further testing)
Crit Chance +50% for 2 seconds
Tier 1: Keep as it is. Still idk how many damage its really bleeding damage, woudl recquire further testing or data.
Tier 2: decrease 1 seconds (cooldown 5 seconds) (1 second more than actual, may it be ok?)
Tier 3: Duration 3 seconds (So not stackable, still boost the first attacks right after teleporting. i think it kinda fits a surprise attack) - Aside of duration keep as it is.
POISON GLOBES:
Right the stack is too op. I can jsut think of 2 options:
1-Make it unable to stack, making its ability to remain on field dealing constant damage on an area its main advantage, also allowing u for great field control as you can cover huges areas with multiple throwings
2-Or nerfing its damage.
I´d go 1
*Maybe it can be done so it can stack just 2-3 times max? Would be another solution. So after the second / third stack it just refreshes but doesn´t increase damage to astronomical amounts.
POISONED CORE:
I had miss the part of poisoned core wich says yiur HP regen also increases when hit...
By what amoung exactly?
Well idk how its mechanics works, soi´d jsut post a suggestion wich may seems balanced based on what i already know.
PROC (the effect when triggered)
-Causes 20* posion damage over 3 seconds to the enemy who hit
(It will scale with focus, and i suspect, with player level)
*said damage is a placheholder, recquires testing
- Heals 3% HP over 3 seconds.*
*Again a initial value to start tesing and subject to change
BOTH CAN STACK
Now the skill itself:
Gives a HP regen of 1% per second (being a % of total HP, its more balanced at any level than a fixed amount)
Chance to proc (when player GETS DAMAGE, not block or dodge or whatever)
16% +1% per level (maxed 30%)
That would give a reasonable amount of survavility with healing plus a extra passive damage.
ABOUT ASSASSIN SURVAVILITY:
Ass does isnane damage an can stat insane amount of DoT. Being squishy seems just the right price for a class wich is seamlessly a pure damage dealer, a "Glass Cannon".
Even reworked the way i suggested, mind shield and poisoned core woudl help a lot to its survavility, but again, Assassin should be somehow squishy, as any heavy DPS should be, in shake of balance.
Still a chance to make it more endurable is ACROBATICS rework, and i think i hit the spot there : D lemme elaborate:
[Qoute myself]
ACROBATICS:
I´d suggest to fully rework this one into sth new. What about this:
Passive always active: Increases Physycal and Elemental Armor 1% per level
When you get hit you have a Chance of 12% +2% PER SKILL LEVEL (maxed, 30%) of proc ACROBATICS:
-Adds 25% dodge chance for 3 seconds. CANNOT STACK*
- Increases PHYSYCAL AND ELEMENTAL Armor 50% for 3 seconds CANNOT STACK*
*or "cannot proc more than once every 3 seconds"
Why do i think that hit the spot:
Well, Armor reduces incoming damage. It scalates with VIT, and now they would also get boosted with that skill.
So you could either go "Glass Cannon" with full FOC or STR....
Or care a bit more about getting high armor value equipment (many ppl doesn´t seem to care about armor value, just the passive bonus of items)...
AND put extra points into VIT.
VIT as HP is meaningless, but the point is VIT increase armor values. So instead of going full Glass Cannon u could put extra oint son vit (2-3 points per level, depending on how squishy u feel) and actually make Armor count.
The +25 dodge proc is mostly a "bonus" to make sure i get the cap when u are hit, for those 3 seconds. It also allow to not max DEX stat if you don´t want to.
And the sudden armor increase on hit make help you get some more hits.
-It needs to be proc on hit to make sure its not too op. If it were an always active bonus, you would be too tanky. And we do not want that. Its about giving a chance to survive, not about become a tank.
Also ability to proc is really high, when maxed, its likely it will proc every 3 hits (30% chance) and on combat u will surely get tons of hits. So it would be almost permanently up, but not always...
Also as it doesn´t procs untill u get first for a first time, u have to be carefull of that "first hit". Luckily Assassin has a ton of poisoning skills, wich debuff enemy damage. So debuff, come into combat, get hit and get the armor increase.
I think it can be tricky but once mastered it might be a pretty mechanic to master and to use.