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Unread 12-20-2005, 02:06 PM   #31
Killustrator

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NerroVI wrote:

- Poisons (as well as other applied effects that have a chance to proc on a successful attack) now only trigger upon successful attacks made with the weapon in the primary hand. Note: Weapons with an inherent damage proc (like all crafted imbued weapons) are unaffected and will continue to proc regardless of which hand they are equipped in.



Yeah so i guess in a span of 1 LU we completely forgot how to poison BOTH our dual wield weapons and can only remember how to poison our main hand.  In case you don't understand what that says, basically ONLY your main hand weapon can proc poison now, if you miss you have ZERO chance of landing poison proc with your secondary weapon.

I think it is pretty much a complete joke but thats whats on test atm.  Itis like.

soe Dev /hold s a bone up jump assassins jump
soe Dev /tosses a bone and the assassins run after it weeee
soe Dev /yanks the string and pulls the bone away just before we get to it and laughs at us

Ohh I know, why don't you guys just go ahead and make poison only proc if we are in stealth and in back of mobs while your at it!

p.s. edit yeah I seen the other LU18 thread but it is nothing but arguing and crap and people should be ticked off about this change!

Message Edited by NerroVI on 12-14-2005 12:03 PM


Love the sarcasm! :smileyvery-happy:

You forgot to mention the part where they made our creature mastery skills stealth only :smileymad:

My assassin doesn't care for the shaft shoved up his assassin by this latest nerf. :smileysad:

 

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Message Edited by Haeven Ash on 12-20-2005 01:08 AM

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Unread 12-20-2005, 02:42 PM   #32
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Poisons/potions/etc.. surviving after death????
 
[expletive haxx0red by Raijinn].  Can they make the game any more easier?  So, what IS the point of dying now?  Apart from dropping a shard which is usually not too bad to get back when your group wipes and the xp loss is gone in about 2-5 mobs.
 
I can see why they shouldnt go in a duel as thats just costs assassins cash.
 
The game is just getting toooo nubified, I was about to say classes will soon be able to solo epic level 60+ ^^^ mobs for kicks.... But it looks like many classes now can....
 
Roll on the next online game, this one is dead.
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Unread 12-20-2005, 05:28 PM   #33
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Poisons/potions/etc.. surviving after death????
 
[expletive haxx0red by Raijinn].  Can they make the game any more easier?  So, what IS the point of dying now?  Apart from dropping a shard which is usually not too bad to get back when your group wipes and the xp loss is gone in about 2-5 mobs.
 
I can see why they shouldnt go in a duel as thats just costs assassins cash.
 
The game is just getting toooo nubified, I was about to say classes will soon be able to solo epic level 60+ ^^^ mobs for kicks.... But it looks like many classes now can....
 
Roll on the next online game, this one is dead.

 
Go troll in some other forum, we have enough proplems without having to listen to someon cry about how the game is getting "toooo nubified"....
 
 
 
 
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Unread 12-20-2005, 06:36 PM   #34
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    If I remember correctly (and I may be wrong on this) but I think dual wield weapons innately had a lower proc chance, being that you had two of them. So if the proc from the off-hand was removed, then that limitation should be removed and the proc chance should be calculated with the same delay/proc ratio as a 1h/2her. That will still probably be a decrease in the poison proc'age, but not halved as what many think its going to be. Well... thats what I'm hoping anyway, otherwise that will indeed suck heh.
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Unread 12-20-2005, 08:00 PM   #35
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Um , LOL shoot I am so loathed to say this as I am probably going to get majorly shot down BUT

I use poisons all the time now, and I could be wrong, but when a poison has hit the mob, you get a little poison icon counting down for the duration

of the "life" of the poison..... and only once the poison has actually run out does it ever re-proc and start again.

Maybe I am off base with what I have seen.... the poisons I use are always high DD, small DoT as mobs are not usually alive long enough to waste

the poison DPS with DoTs.

Getting to the point, if this is the case and poisons don't re-proc until the current poison has run out does it make a difference?

I haven't really stacked a debuff & a damage poison, would it affect that?

 

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Unread 12-21-2005, 01:29 AM   #36
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Hmmm I play a SK as my main, love the class and all for the soloing ability, it is on a completely different scale as assassins though, I solo a mob over a longer period of time because... lack of dps, but I also have a less chance of dying. Getting to the point, isn't an "assassin" by name someone or something that kills ruthlessly? Shouldn't a class like this be able to kill something better than any other class head on? I mean I could understand grouped mobs being a pain, not enough hp to handle the situation if you were to screw up during the fight. I know all this because my main alt is an assassin, I love the class, it is fun to play, because it is a challenge sometimes. But... someone just coming into the game would think hmmm... assassin... sounds like the highest damage to me considering the name implements "assassination" one shot death or whatever. Excuse the example but I've never seen an assassination in the history of leaders where to culprit had to fight his victim because it was more powerful than himself. Isn't that why it is called an assassination? Only when the target is dead, or it's called an attempted assassination, in that since I think SOE needs to change the name of this class to Attemptassassin...

Come on SOE give this class what it deserves, the highest dps role, that is what the name means. For god sakes it isn't like assassins have the highest HP pool. As far as I can tell it's either kill the target fast, or die. And just to through a complete crazy rant... Bruisers are [expletive haxx0red by Raijinn]! Classes like that are kind of out of the whole magic and swords theme to begin with, add the fact that they come from fighters... they should have high hit points and nothing else. A fighter class out damaging a so called dps class? This game has lost any moral it had, I refuse to play a bruiser, simply because everyone knows their capabilities and personally I think it's cheap... Assassins should have the reigning role of dps... period.

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Unread 12-21-2005, 01:35 AM   #37
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Poisons most definitely re-proc and override the proc already in effect. Examine your logs after a single-target battle and look for the poison damage numbers. Most likely you'll find numbers indicating the initial "onset" damage before the DoT damage numbers have run their course.
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Unread 12-21-2005, 01:50 AM   #38
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I really dont understand what they're doing with this class.  I would delete my 29 assassin to free up a character slot if not for the fact that he's also a 35 alchemist.
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Unread 12-21-2005, 05:03 AM   #39
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Laggerr wrote:
Poisons/potions/etc.. surviving after death????
 
[expletive haxx0red by Raijinn].  Can they make the game any more easier?  So, what IS the point of dying now?  Apart from dropping a shard which is usually not too bad to get back when your group wipes and the xp loss is gone in about 2-5 mobs.
 
I can see why they shouldnt go in a duel as thats just costs assassins cash.
 
The game is just getting toooo nubified, I was about to say classes will soon be able to solo epic level 60+ ^^^ mobs for kicks.... But it looks like many classes now can....
 
Roll on the next online game, this one is dead.

do you actually play the game? they took shards out about 2 weeks ago. no one drops shards anymore. the only death penalty is debt and the cost of repairing gear. or i should say the above is the death penalty for 18 of the 22 classes. For the following four: assassin, brigand, swashbuckler & ranger you had the added and significant cost of poison which you need to reapply after every death. it's fine to think the penalty is not enough but the penalty should be at least close to even.
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Unread 12-21-2005, 12:36 PM   #40
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the nerf to poison isnt that bad for us compared to swash/brig since they made exposing mark freaking bad [expletive haxx0red by Raijinn] now, it more than makes up for the loss of dps from poison, but rangers can still do more sustained DPS than us. I get so sick of seeing them sit back and never have to melee, bow nearly the entire time. They are like a freaking wizard in a scouts body, its BS SMILEY

Message Edited by Alza on 12-21-2005 12:39 AM

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Unread 12-21-2005, 01:05 PM   #41
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It sounds like Exposing Mark got a damage upgrade to where it was a long time ago. Supposedly, back then its damage was swapped with Blade Flurry. I wonder if someone screwed up again or if someone finally threw us a bone.
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Unread 12-21-2005, 03:30 PM   #42
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Glace_DB wrote:
   If I remember correctly (and I may be wrong on this) but I think dual wield weapons innately had a lower proc chance, being that you had two of them. So if the proc from the off-hand was removed, then that limitation should be removed and the proc chance should be calculated with the same delay/proc ratio as a 1h/2her. That will still probably be a decrease in the poison proc'age, but not halved as what many think its going to be.

Well... thats what I'm hoping anyway, otherwise that will indeed suck heh.



Originally, DW classes got the full benefit of the proc rate from both weapons, hence proc rate dps was inherently more than 1h/2h wielding classes. To counter this, the DW proc rate was reduced to 50% on both weapons. That change provided more benefit to the 1h/2h wielding classes due to their slower weapon speeds. The next "fix" was to increase DW proc rates, but not give DW classes the full benefit - IE 50% < new proc rate < 100%. Now, all classes get full proc rates since they all proc off the main hand weapon only. That said, our proc rate dps is now half of what it used to be in the beginning, or at the 50% mark the devs were shooting for when they made the 50% proc rate reduction initially to both weapons.

Personally, I have no [Removed for Content] clue why the Devs are jacking around with proc rates anyway. Of the four poison using scout classes, assassin and ranger are supposed to be tier 1 DPS. Brigands and Swashbucklers are supposed to be tier 2 dps. Additionally, this change affects non-poison classes as well. In another thread, it was pointed out that monks have a taunt that relies on proc rates and templars have a couple of heals that rely on proc rates. I knew that this was a huge hit to the scout classes, but I had no idea how big of a change this actually is. Not to mention that CA's that provide extra attacks totally disregard weapon wield style and proc at full rate.

Based on this one change alone (I recently returned after a 6 month hiatus) and seeing what was implemented in SWG, I must say this purely SOE's attempt at normalizing all classes to be the same in regards to "balance". I see to many [expletive haxx0red by Raijinn] similarities between the two games in which the only thing they have in common is they are both SOE products.

I'm sorry, but classes are meant to have a unique role in this game. Tanks are meant to tank, casters are meant to nuke, and healers are meant to heal. But for some people, they pick their class and are not happy with what its unique role is. Instead of re-rolling a class they will be happy with, then complain that they can't do this or that and class X can. Hello, McFly, that class isn't meant to do what class X is supposed to do, they both have unique roles.

Okay, I've gone off on a tangent and started ranting. Sorry about that Glace, only the first paragraph pertains to your statement. /Sigh, I've already got a wizard and they've had their own problems since launch. I choose assassin thinking that things will be different with this class. Turns out they're worse off than wizards based on proc rate reductions and insanely long cool-down timers. I may just end up re-rolling a ranger or something and keep my assassin around since he's been leveled quite a bit in alchemy for poison crafting.

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Unread 12-21-2005, 04:39 PM   #43
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...Ice...commet.....
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Unread 12-21-2005, 05:34 PM   #44
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Alza wrote:
the nerf to poison isnt that bad for us compared to swash/brig since they made exposing mark freaking bad [expletive haxx0red by Raijinn] now, it more than makes up for the loss of dps from poison, but rangers can still do more sustained DPS than us. I get so sick of seeing them sit back and never have to melee, bow nearly the entire time. They are like a freaking wizard in a scouts body, its BS SMILEY

Message Edited by Alza on 12-21-2005 12:39 AM


Umm i'm a Ranger and yes I use my bow for nearly all my attacks, thats the reason I play a Ranger. Sorry if it seems unfair but I kinda think Rangers should have the majority of their attacks from the bow, to me that makes perfect sense.As for you guys if you need a DPS increase then I hope you get it, no problems here. I aint no Wizard who's going to go cry if i'm not at the top of the DPS chart in any situation.
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Unread 12-21-2005, 07:39 PM   #45
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W.T.F DOES RESISTABILITY MEAN ON THE SKILLS NOW?! rofl, no one seems to know how to explain it clearly...
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Unread 12-24-2005, 10:51 PM   #46
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1)   Allow assassin's to poison melee weapons only (pri & sec),  Rangers to poison bows only   this would shift the focus of the ranger being the supreme ranged personality and the assassin to be the supreme melee personality.   Other scout classes wouldn't be "poison specialists" that assassin and rangers are so they could only coat the primary weapon.   Maybe turn "Apply Poison"  to be the buff that lets Assassin's do this? "

That's actually a pretty good idea.  And while they're swinging the nerf bat around, why not drop rogues ability to use poisons?  I've never really understood why they've been able to in the first place, and although I'm more of an advocate of classes getting boosted instead of others being nerfed, we've been waiting way too long.
 
That would at least drag rogues dps down to equal / slightly less than ours WHERE IT EFFING SHOULD BE.  Sick of brigands/swashies not only having WAY more utility, debuffs, stuns, soloability and such but more dps too?  It's ridiculous.
 
 
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Unread 12-24-2005, 11:28 PM   #47
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Greenjelly   you apperentlly have never played a rougue class have you, soe's idea of utility is- 1)pathfinding-which all scouts get and is pointless once you hit t6 and get a carpet 2)group invis-i think there are 2 or 3 other classes that now have this 3)ummm actually thats all we provide for a group neither rogue has a group buff, none, nada. zilch if we go back to eq1 (and pretty much any other game) rouges used poison, not rangers and not a soe made up assasin class we where hit harder by this nerf than you could ever imagine, be lucky your weapons dont proc posion, we lost posion procs, half of our agro proc and interupt, and ID which is on a 3 min timer and is "supposed to proc" off of every melee hit for 12 seconds now only proc off of primary as well. so take your class defining skill cut damage by half and then you can complain. I agree whole heartedly that assasins are taking it in the [expletive haxx0red by Raijinn], and i agree that you are t2 dps right now, but so are we and we are supposed to be. saying that another class needs to be nerfed becasue of anothers short comings is not the way to go. thats the reason classes are so messed up now. soe refuses to admit they made a mistake, so they "fix" another class. i honestly wouldnt expect to ever have anything proc off of secondary weapons again, they will find a way to re-up the dps and subsequently nerf that... its the way this game has been going since combat revamp, why change it now. If you think things are bad now wait until the next expanision and the release date of vanguard gets closer.... then you will see all kinds of grasping for straws to keep customer and a game that is complety [Removed for Content].
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Unread 12-25-2005, 02:45 AM   #48
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I don't really wana see any class "nerfed", I think most assassins will agree with this. What we want as assassins is to be DEFINED. Basically you have 2 charts for DPS. Caster and Melee.  Tier 1 caster is Wizard Warlok so let them fight over DPS from nukes whos better or whatever. Melee, Assassins and Rangers. A ranger SHOULD DO HIGH DPS from their ranged attack as opposed to their melee attack, this isn't disputed by any assassins here.  The problem is this, as a ranger you are defined as such, ranged attacks that do massive damage, avoiding incoming damage from being able to stay at distance to perform your attacks.  During raids you guys can stand back fire away and if there are AE's involved you see /raid "AE down DPS now" you can run in drop your atacks debuffs whatever then get back out and continue DPSing. Assassins, masters of stealth , deadly poison dealers , death from the shadows , so now we get to my class, most mobs see thru stealth now, they put in mobs that are tagged as bruiser/monks that BLOCK our backstabs, Assassins SHOULD DO MORE DPS from melee then anyone, unfortunately we have soe termed tier 2 folks that are just plain owning us in DPS overall, if it were now and then fine but it is the majority of the time. As a assassin I should be able to stealth walk into a place see a target walk up and just kill it dead, thats what assassins do, they dont walk up and break a glove out let the mob turn around and slap it in the face and say challange me ole mighty mob and start fighting, we should be in leather armor, we shouldnt be able to take massive combat damage upfront and personal, we should be the be all end all of instant attack rapid damage, there should be nothing long term about our fights, we shouldnt have AE skill's we should be 1 target 1 kill masters of laying the gdamn blade from spine to sternum killers that assassins have always been in fantasy RPG settings, not a little ranger a little tankish a little AE'er all upfront lay it out and kill or escape or die period. Anyway it has been 5 days or so since I even killed a mob with my assassin, been reading other forums and looking at spell lines/combat abilties of others and seeing if I wana continue my bruiser or warlok or maybe try something diffrent, till someone at SoE actually makes a assassin and plays one and sees wtfh were talking about in the big picture and starts looking at what we are saying and not what they think they know.
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Unread 12-25-2005, 04:35 AM   #49
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eq1 and eq2 are utterly different games, comparing them is baseless.
 
And I would say dispatch is a helluva lot more class defining than a melee proc, that only affects your personal dps, dispatch makes mobs dead.  Period.
 
And yes, I DO consider group invis utility.  Definitely one of the better utility spells, as I understand swash get a limited mez (somewhat useful) and both of them get more stuns than the stupid cheap shot we're stuck with (I consider stun utility, well timed can sway the balance of a close fight.)
 
I admit, I'm not a fan of nerfs either, but as it stands now, there is NO reason whatsoever to include an assassin in a raid if there's a brigand/swash available. 
 
 
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Unread 12-25-2005, 05:56 AM   #50
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Also whoever was talking bout EQ rogues compared to EQ2, if you remember right in EQ all rogues had to be was in the back of a mob not stealthed.  You had to sneak up hidden on aggro mobs but in a general battle in a group the only time you hade to stealth was to evade aggro other then that you just backstabbed the mobs.  Thats why I still say the key seperation to all this mess is make assassins the TRUE masters of stealth and give us innate stealth with a higher chance of not being seen by anything under epics, and not force them into stealth to attack, this negates the whole AE mess, and defines us as a class, masters of stealthed combat.
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Unread 12-25-2005, 06:33 AM   #51
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That's a hell of a good idea, actually. 
 
Considering how much work it takes to churn out our mediocre damage, we seriously need a fix along this magnitude, either by increasing CA damage or an original idea like this one.
 
 
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Unread 12-25-2005, 05:05 PM   #52
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NerroVI wrote:I don't really wana see any class "nerfed", I think most assassins will agree with this.What we want as assassins is to be DEFINED. Basically you have 2 charts for DPS.Caster and Melee.  Tier 1 caster is Wizard Warlok so let them fight over DPS from nukes whos better or whatever.Melee, Assassins and Rangers.A ranger SHOULD DO HIGH DPS from their ranged attack as opposed to their melee attack, this isn't disputed by any assassins here.  The problem is this, as a ranger you are defined as such, ranged attacks that do massive damage, avoiding incoming damage from being able to stay at distance to perform your attacks.  During raids you guys can stand back fire away and if there are AE's involved you see /raid "AE down DPS now" you can run in drop your atacks debuffs whatever then get back out and continue DPSing.Assassins, masters of stealth , deadly poison dealers , death from the shadows bruisers>, so now we get to my class, most mobs see thru stealth now, they put in mobs that are tagged as bruiser/monks that BLOCK our backstabs, Assassins SHOULD DO MORE DPS from melee then anyone, unfortunately we have soe termed tier 2 folks that are just plain owning us in DPS overall, if it were now and then fine but it is the majority of the time.As a assassin I should be able to stealth walk into a place see a target walk up and just kill it dead, thats what assassins do, they dont walk up and break a glove out let the mob turn around and slap it in the face and say challange me ole mighty mob and start fighting, we should be in leather armor, we shouldnt be able to take massive combat damage upfront and personal, we should be the be all end all of instant attack rapid damage, there should be nothing long term about our fights, we shouldnt have AE skill's we should be 1 target 1 kill masters of laying the gdamn blade from spine to sternum killers that assassins have always been in fantasy RPG settings, not a little ranger a little tankish a little AE'er all upfront lay it out and kill or escape or die period.Anyway it has been 5 days or so since I even killed a mob with my assassin, been reading other forums and looking at spell lines/combat abilties of others and seeing if I wana continue my bruiser or warlok or maybe try something diffrent, till someone at SoE actually makes a assassin and plays one and sees wtfh were talking about in the big picture and starts looking at what we are saying and not what they think they know.

And you'd be happy playing a class where you simply walked upto a mob pressed one button and it dies?Sorry but isnt what makes a Assasin unique is that it is a tough class to play and you cant simply stand still and attack.I rolled a Ranger because I liked the idea of using the bow, I thought it looked cool and I just like the whole Ranger style character. I never rolled the Ranger to do 'UBER DPS' and 'LEET DAMAGE'
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Unread 12-26-2005, 12:44 AM   #53
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valleyboy1 wrote: And you'd be happy playing a class where you simply walked upto a mob pressed one button and it dies?Sorry but isnt what makes a Assasin unique is that it is a tough class to play and you cant simply stand still and attack.I rolled a Ranger because I liked the idea of using the bow, I thought it looked cool and I just like the whole Ranger style character. I never rolled the Ranger to do 'UBER DPS' and 'LEET DAMAGE'
Im not sure what you are trying to say but I can tell you, I know very well what exactly a assassin has to do already thanks.  You might not have rolled a ranger to do "L33T DAMAGE" or "UBER DPS", but you are in the same category as my class is as a tier 1 DPS and I did roll a assassin to be at the top of the DPS chain, I played a healer for 6 years in EQ, when I came here I wanted nothing to do with healing just death baby just death... Your not getting quite what I am saying, we can already walk up on mobs and 1 shot them, that is if they arent a bruiser or monk tagged mob or 1 of the 75% of the see stealth mobs SoE has put all over the [expletive haxx0red by Raijinn] place, I just love how people seem to forget [expletive haxx0red by Raijinn] assassins actually are, WE ARENT TANKS, WE ARENT RANGED so we sneak in and BACKSTAB stuff suprising and should do MASSIVE suprise atack damage, I really hate to use caps but I don't think some folks get it, we got 1 massive damage attack every 15 minutes thats it, and before you go "but but but they lowered the timer on" yeah then they also lowered the damage thanks. You guys at soe are a piece of work, for every good change you take 3 things away or make us have to pat our head and rub our stomachs 40 times before we can perform a attack. p.s. I am not mad or anything at ppl playing the game or posting here, I am just frustrated that the people that are in charge of my class continue to ignore the real issues that were posted ie raid wide threat transfer, and i still say the reason they changed poison was for PvP reasons and should never have happened regardless.
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Unread 12-26-2005, 02:01 AM   #54
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NerroVI wrote:

valleyboy1 wrote: And you'd be happy playing a class where you simply walked upto a mob pressed one button and it dies?Sorry but isnt what makes a Assasin unique is that it is a tough class to play and you cant simply stand still and attack.I rolled a Ranger because I liked the idea of using the bow, I thought it looked cool and I just like the whole Ranger style character. I never rolled the Ranger to do 'UBER DPS' and 'LEET DAMAGE'
Im not sure what you are trying to say but I can tell you, I know very well what exactly a assassin has to do already thanks.  You might not have rolled a ranger to do "L33T DAMAGE" or "UBER DPS", but you are in the same category as my class is as a tier 1 DPS and I did roll a assassin to be at the top of the DPS chain, I played a healer for 6 years in EQ, when I came here I wanted nothing to do with healing just death baby just death... Your not getting quite what I am saying, we can already walk up on mobs and 1 shot them, that is if they arent a bruiser or monk tagged mob or 1 of the 75% of the see stealth mobs SoE has put all over the [expletive haxx0red by Raijinn] place, I just love how people seem to forget [expletive haxx0red by Raijinn] assassins actually are, WE ARENT TANKS, WE ARENT RANGED so we sneak in and BACKSTAB stuff suprising and should do MASSIVE suprise atack damage, I really hate to use caps but I don't think some folks get it, we got 1 massive damage attack every 15 minutes thats it, and before you go "but but but they lowered the timer on" yeah then they also lowered the damage thanks. You guys at soe are a piece of work, for every good change you take 3 things away or make us have to pat our head and rub our stomachs 40 times before we can perform a attack. p.s. I am not mad or anything at ppl playing the game or posting here, I am just frustrated that the people that are in charge of my class continue to ignore the real issues that were posted ie raid wide threat transfer, and i still say the reason they changed poison was for PvP reasons and should never have happened regardless.

You bring a tear to my eye... SMILEY Let's see... The change on root : mobs may now turn when rooted instead of facing the same dirrection after moving away from it - 100% nerf to Assassin, not other class was affected Deathy Blade getting a lower recast timer - 6% damage taken away Exposing Mark, getting a damage increase LIKE IT SERIOUSLY NEEDED, but lowered the % to proc from 10% to 5% Combat changes/release of DoF... like you said, 75% of every zone is now see invis/stealth Faltering Blast and simular skills - arround 80% damage decrease, now stationary skill, no movoing or it interrupts Finishing Blow - Made flanking/behind when it went live (basically not a solo skill unless you save cheap shot) Anathema - recast timer was changed to 20 seconds, use to be 10 seconds There was no mention of this in any patch note 2/3 of the ranged skills made positional, 1 flanking/behind, other strictly behind, no other change (movement is allowed) Cripple and Crippling strike, got a slight damage increase and recast lowered from 3 minutes to 1 minute at the cost be being made positional, it's now strictly behind Merciless Villiany - DPS slightly lowered, but boosted again, but not much, the haste was stripped from the skill 100% Espionage - was a 2 second cast stealth, was see invis AND see stealth... it was also completly removed from the game. It's lower skill that now scales, Hunt, only has See invis Vanish - instant cast instant recast stealth, out of combat only, very very small movement speed reduction compaired to other classes invis/stealth.. Removed It's lower level version, Slip Away is out of combant, see invis, 15 second recast, instant cast BUT no movement speed reduction BECAUSE all invis' and stealths are all now the same speed (no reduction at all) This is still out of combat for no reason but to be a skill that was forgotten Did I forget anything that makes the Assassin class a more group only class? You tell me.. How is all this damage reduction and nerfs like this suppose to make this class T1 DPS when already at best it's T3... lowering damage does what? Pushes further down on the DPS chain..

Message Edited by Tealdeath on 12-25-2005 02:02 PM

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Unread 12-26-2005, 02:29 PM   #55
Aienaa

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Exposing Mark, getting a damage increase LIKE IT SERIOUSLY NEEDED, but lowered the % to proc from 10% to 5%

 
You forgot that this was originally Assassin's Mark with no upgrade and Assassin's Mark Master 1 was alot better than the current version of Exposing Mark Master 1....  So, in the end, it is still a nerfed down version of the original...
 

2/3 of the ranged skills made positional, 1 flanking/behind, other strictly behind, no other change (movement is allowed)

I could have sworn that they had also reduced the damage on the Assailing Blast line.... As it is now, the only good thing about it is that it has 2 chances to proc poisons / weapon procs, the damage is terrible....

You also forgot that they reduced the duration of Honed Reflexes....

Another thing is with the curent changes in run speed....   This is a side effect that I am not sure was intended, but does happen sometimes....   Since mobs move faster now, sometimes it's impossible to get off your second ranged attack (Assailing Blast)  while pulling, because mobs close in faster and your not allowed to move while using this bow attack....  The solution to this is that cast time has to reduced in proportion to the increase in run speed (if run speed was increased by 20%, then ranged CA cast times need to be reduced by 20% to make up for the lost time from engagement and mob closing into melee range)...

 

Gwern - 60 Assassin  /  Parody - 54 Troubador  /  Nilla - 59 Alchemist

 

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