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#1 |
Join Date: Nov 2004
Posts: 13
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Hello fellow Assassins,I wanted to start a list of known Assassin bugs to try to help the developers out on our class. Please add any bugs to this list that I have left out. I'm sure there are many things that I have missed so please help me/us out.1. Assassin's Mark requires you to be in stealth to use. This is not listed as a requirement in the ability's description. This makes the ability useless unless you take advantage of bug #2.*NOTE* If bug #2 is fixed before the stealth requirement for Assassin's Mark then Assassin's Mark will be a useless skill again. It is not feasible to stay in stealth after using Assassin's Mark. This will greatly reduce the DPS of an Assassin on the 2% chance that the ability will proc. 2. Some versions of skills in Vanish/SlipAway line are useable in combat and allow the Assassin to use all stealth skills without using an in combat stealth.3. Many upgrades for 40+ Assassin skills do not seem to improve the skills any. (Many posts on this topic)4. It is not feasible for 2 Assassin's to group together post lvl 40. Most of the Assassin's abilities have debuff components. This means that most of the attacks will give a message like "Ability could not take effect" and cannot be used. This greatly reduces the Assassin's DPS in the battle.*Suggestion* The debuff/DoT components of these abilities will be ignored while the initial damage component will take effect.Add 1 - From below posts5. Slaughter - States that it hits all enemies in encounter and only hits 5.6. Power drain from Blade Furry and Assassin's Mark are a little extreme.7. Massacre is bugged and isn't working.8. Makeshift Weapon is not that viable of a skill to use. 70-80 dmg post 40 and requires you to access inventory for each use.9. Elaa's Throat Rip is called "Elaa's Perforating Slice" on the hotkey bar. Same as a lvl 30th training.On Murderer's Flight.. I have seen Flight procing for this ability on buff bar. Perhaps other versions of skill are bugged. I am not sure what version I have.On Merciless Villainy.. I have seen blood scent procing for this ability.Perhaps other versions of skill are bugged.Thanks guys... keep them coming and let me know if I missed something or mis stated something.Thank You,Dokueki - Highkeep41 Assassin / 46 Alchemist
Message Edited by UncleStinky on 02-22-2005 04:45 PM |
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#2 |
Join Date: Nov 2004
Posts: 120
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Attacks not "stacking" is my biggest issue at the moment. I'm not saying every assassin in group should be able to smack a mob with Infected Wound to each apply the debuff part of the effect, but the damage from the hit should still land... basicly, the damage and debuff portions need to be seperated. As it stands now, unless two assassins are the same level and their versions of particular attack are the same, only one will be able to use it while anyone else gets "Would not take effect" message without even allowing you to use it.Nearly all of our skills are copies of the previous version with a new effect added in. The problem is these new effects often do not work. A small list of these issues are:The "sneak" chain.Sneak:-Basic stealth. (works)Hunt:- Basic steath (works)- See Invis (works)Murderer's Fight:- Basic stealth (works)- See Invis (Missing/BROKEN)- Casts "Flight" on termination. (BROKEN)Espionage:- Basic steath (works)- See Invis (Missing/BROKEN)- Casts "Light on Feet" on termination. (BROKEN)- Casts "Flight" on termination. (BROKEN)It appears all the reactive buffs for these simply do not work, likewise, the see invis component somehow got removed from the last two in the line despite it being in their description.Merciless Villainy:- Increase Agi (works)- Increase Attack Speed (works)- 5% chance to cast "Blood Scent". (BROKEN)Blood Scent is supposed to be a small melee damage modifier but I've never seen it work.Ranged attacks:Faltering Blast, Assassin's Shot, Headshot, Deadly Shot, etc...3.0 sec casting time, is that intended? Seems awful long for a combat art, but otherwise they seem to work.Elaa's Throat Rip (40th training):- Called "Elaa's Perforating Slice" on the hotkey bar which is the name of the 30th level train ability.- Says it drains power over time, but the power drain only occurs once on inital hit and its almost meaningless (20-25pts drained)Shadow Assault and Hidden Assault:Icon is the wrong color. Both of these are "encounter only" multi-target spells but have the blue "Area Effect" color. Probably should be green?Agaonizing Wound:Yellow Icon, should be Red Icon as its a targeted effect and not self only.Seeping Wound:Yellow Icon, should be Red Icon as its a targeted effect and not self only.Blade Flurry:When it triggers it drains about 21 power. Is this intended?Assassin's Mark:Same notes as listed in original post... it was broken for awhile now it only triggers while the casting assassin is hidden. Furthermore, all damage from this effect is attributed to the casting assassin which makes it just as deadly to the caster as the target when there's numerious people attacking. Hehe.This skills SHOULD:- Not require stealth at all.- Attribute the damage to whoever triggers it -OR- attribute damage to the assassin but it can only trigger once.Pretty much, this one needs to go back to the drawing board. Over a 1 minute duration on a raid this skill can produce upwards and of 20k damage, well, it can be seen as rather game breaking. No mob can have more than one mark on it at a given time, and in solo/single group stuff the damage it deals is comparible to other scout classes abilities like Ruse, but in a raid encounter when you've got many more people attacking the mob the damage gains are enormous.Its a neat idea to have the assassin "paint a vulnerable spot on the target causing attacks that strike the location to cause extreme damage"... but for raids its a bit too extreme. Again, small groups it works fine now (1-2k damage) but it gets out of control when you've got 4 groups meleeing the marked target... but heck, maybe that's what its intended to do.And finally, I'd like to be able to name my rat!
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#3 |
General
Join Date: Nov 2004
Posts: 72
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![]() Massacre is bugged and isnt working. Makeshift weapon is totally worthless Cripple nerf is a little way too much imo, it make a semi decent spell kinda useless now , the 3 min recharge timer on it dont help. Our special can really use some reduction in their recharge timer to be more in line with other class dps, keep the cost and dmg whatever, just reduce the recharge time.
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Frosin Loneshadow Assassin of Najena |
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#4 |
Join Date: Nov 2004
Posts: 7
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![]() Besides the two solutions mentioned above, how about making it only the assassin who marks the target could trigger the agonizing strike? And you can keep trigger it unlimited times if you're lucky(2% chance) while the debuff(assassin's mark) is still on the target. In this way i think it can still dish out extreme damage as it described but just not too "extreme" while in a mass-melee group. :smileywink: Message Edited by AlenLee on 02-22-2005 12:24 AM |
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 490
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![]() Stacking - As others have noted this is a huge issue. Dots and damage portions of debuffs all need to be useable since many groups are already turning down second assassins. Blade Flurry - each proc uses 20ish power which with higher level versions(adept 3) makes this a slow power drain more than a small dps enhancement. Assassins Mark - also like blade flurry each round of it seems to draw 20ish power. So if you have a bunch of melee triggering this the assassins power is slowly drained away even when not using arts. Sks had a fix where their lifetap procs were using power and I think this is a similar issue that needs addressed.
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#6 |
Join Date: Nov 2004
Posts: 94
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![]() I think 1 and 3 of Khalysta's list will eventually be fixed I think, as for a start they effect several other classes. Debuffs attached on melee arts are obviously something they have a problem with, but I know as a dirge when another one is present my melee arts often say it won't take effect, i can only imagine for a class that used arts so much more this must be a trial for assassins. As for 3, again, bards of both types get a buff that when a melee in the group procs it, it drains power from the bard. I don't know wether this is a bug or an intended feature of such spells, but if assasins mark is similar in design, then I'd hope they are working on a fix for this type of ability. I'd thought that they'd just had difficulty fixing the coding, but if sk's have already had a similar fix, then I don't know. However as they seem capable of adding spells that give group members procs without that power drain, perhaps its only an intended feature of some spell sets and they tagged the assassin skill with the wrong details. Does your skill that drains power on a melee's proc take any of your concentration? as I believe our skill that does so, doesnt use concentration whereas many group effects do, and so the power drain per proc may be its intended draw back .. not saying thats how it should be mind. Message Edited by Jziad on 02-22-2005 04:54 AM Message Edited by Jziad on 02-22-2005 04:54 AM Message Edited by Jziad on 02-22-2005 05:01 AM |
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#7 |
Join Date: Nov 2004
Posts: 97
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![]() The problem with debuff styles not stacking starts at 30, not at 40. Good postings ![]() |
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#8 |
Loremaster
Join Date: Nov 2004
Posts: 48
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Slaughter - Description says it hits all enemies in the encounter. In reality, it only hits at most 5 enemies.
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#9 |
Join Date: Nov 2004
Posts: 13
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I have added in the bugs you guys mentioned. Please let me know if I've missed something or stated something wrong.I wanted to make a note about Assassin's Mark.I am 42 Assassin now with a Master 1 Assassin's Mark. Using the stealth bug in solo encounters against lvl 46 giants I have seen my damage hit upwards of 320 DPS in a single fight (using Khalysta's Statalyzer) without using condemning blade. Most of this damage is attributed to Assassin's Mark. I believe this single ability could solve our current DPS dilemma if it were fixed properly... i.e. No collective agro in raids when it procs for others in your group and no stealth requirement (the stealth requirement for this skill without the current stealth bug will render it useless again).Oh and with a Master 1 Assassin's Mark it has a 5% chance to proc... so it goes off all the time
![]() Message Edited by UncleStinky on 02-22-2005 04:58 PM |
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#10 |
Join Date: Nov 2004
Posts: 7
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At AM adept 1,it only has 2% chance to proc,and it only proc about 0~2 times while soloing a yellow con mob at lv46. i would like to know if it is worth to upgrade AM to adept 3? can anyone confirm what's the chance to proc at adept 3 and the average damage per tick? also i would like to know the average damage on master 1:smileyvery-happy: Thanks
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#11 |
General
Join Date: Dec 2004
Posts: 8
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![]() At Adept3 its a 3% chance. Goes off pretty often it seems but I just started playing with it.
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#12 |
Join Date: Nov 2004
Posts: 13
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![]() Master 1 AM it procs most battles. If it procs near the beginning of the fight it will usually do over 2000 damage. Around 450-750 initially with 2 extra ticks of 450-750. This is with a lvl 42 Assassin. Usually if it procs on a solo mob it dies so fast that it won't get off the last proc. :smileywink: If there is more than one mob in the encounter it will proc on all mobs as long as the marked encounter is still alive. If fighting 3 mobs this can result in a very high dps fight. Example... AM procs at beginning of fight with 3 mobs 500x3 = 1500 600x3 = 1800 500x3 = 1500 Total = 4800 for the fight... these procs are conservative(small) estimates. Thanks
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#13 |
Join Date: Nov 2004
Posts: 7
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![]() Since the AM proc damage is attributed to the assassin who mark it,it's almost a guaranteed death if you use it on a raid mob(group x N),i have never seen a tank who can hold the huge aggro (in case it's a mass-melee raid group) due to the AM skill even at adept 1:smileysad: |
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 490
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I used it on the drakota assassins just fine this weekend. It's all about managing your aggro properly. For example if you use it right off the bat then yes you are likely to die a painful death but if you wait a few minutes or until the mob is at 50% then you should be fine and you will likely still inflict huge damage. The key is to first let the tank build good aggro up on raids which is why I hold off for a bit at least. Most raid mobs remind me of Luclin with their 5 billion hit points and taking forever to kill so even waiting a bit will allow you do massive damage. |
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#15 |
Loremaster
Join Date: Nov 2004
Posts: 5
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![]() Well I have noticed that most of the skills are just copies of the ones we already have, but the problem that i have now is that the Assn. mark works but says that need to be in sneak after it casts. The only other thing that is broken is the slipAway, which i use alot. All it does now is plays the sound like it is working, i get a little heat wave type image on my toon, and then NOTHING. I have summited bug report after bug report and petition after petiton to get this fixed. Is anyone else having this problem.
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Assn. Rasorsline KNR Bard (wife) Catrena |
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#16 |
Join Date: Dec 2004
Posts: 23
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![]() hmm Good list going here, I couldn't find anything to add to it yet looks like you guys got all the ones I know of anyways.
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#17 |
General
Join Date: Nov 2004
Posts: 338
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![]() All I can do really is point you to my previous post on my assessment of our class: |
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#18 |
General
Join Date: Nov 2004
Posts: 206
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I think we need atleast 2 or more run buffs. Pathfinding is great and all, not quite as fast as SoW (being a group buff and all)... But what about when an assassin isn't grp'd? I see dirges and other musical versions of the scout class running about and almost double my run speed, if not more. I mean come on, have you ever heard of a slow assassin? I havn't! Jboots stack with pathfinding, sure, but it also stacks with the songs of the dirge... hmm... still left in the dust
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There's not enough... Blood. |
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#19 |
General
Join Date: Nov 2004
Posts: 72
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![]() Dirge run faster than 66 pp horse with jboot on...nuff say lol
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Frosin Loneshadow Assassin of Najena |
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