A
Aeiedil
Guest
From a thread which I have to repost on VN boards when I can be bothered to re-write with all data (read : ovequoted patch notes etc), comments please (the thread was locked for lack of data)
-> NOTE : This is based on 1.62 <-
VN Thread 1 : Topic: Comprehensive comparison: Infiltrator, Nightshade, and Shadowblade.
VN Thread 2 (my thread) : Topic: Changes to the Assassins (semi-lengthy)
-> NOTE : This is based on 1.62 <-
VN Thread 1 : Topic: Comprehensive comparison: Infiltrator, Nightshade, and Shadowblade.
VN Thread 2 (my thread) : Topic: Changes to the Assassins (semi-lengthy)
while i would love to see infs sbs and ns's on an even playing field i feel it is hard to do whilst keeping the realms in some kind of balance.
changes i personally would make
1 : NS : minor boost to the NS magic line, possibly some sort of body debuff to the shout and cold debuff to the cast dd, thus allowing dding to do more damage after the first cast, and the shout to assist the poision
-> NOTE
***THE DEBUFF COMPONENT SHOULD NOT BE HIGHER THAN THE SPEC DEBUFF COMPONENTS OF DEBUFF-DD's OF MAGES, this is important***
the cast dd change i suggest to aid ns groupability. it would allow them to debuff cold damage in a siege, making trechebuet cold stones, and of course gtaoe/void hit harder. the void would also hit harder in pve if the ns dd cold debuffed (my ns frequently pulls) and so would aid (in a minute way) with ns/voidie grouping, in addition to making the dd slightly (though not much) more viable in combat.
the shotu dd change i suggest to allow them to help their poision damage, in line with their poision speciality (reinforced by special ra's). this should be made at the same time as the removal of avoid pain.
if wanted i will draw up my prefered nightshade magic line (with the debuffs added). nightshade dd damgae shoudl NOT be reduced, it is at a right level already, the debuff would not unbalance it
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2 : SB : change of the shadowblade la calculation (if possible) to allow the same chances to double-hit and smae damage per hand calcuolations as the other realms, thus not gimping dual-wielding sb's that dont spec high in LA. i would however leave the styles as is rather than make a whole new spec line. i dont know how possible this is though, single line respec given to sbs with LA
3 : SB : modification of one of the axe or sword styles to have a diamondback-equivilant stun at 25, no respec given (not nerf)
-> NOTE
by the way, the style change i would ask for
Axe 21 : Valkries shield. change from block reactionary to evade reactionary (SB only), and change to have a Diamondback-length stun component.
Axe 39 : remove the stun component (SB only) and add either a medium-long bleed, or increase the damage bonus on it to high
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4 : NS : removal of Avoid Pain from the ns ra list, respecs given to ns's with avoid pain (realm only)
->NOTE
this was probably given to ns to make up for lower hp inherant in the class. as a whole the unlocking of celt shades made this unnessecary in my opinion. i realise this will leave elves and keens with lower hp and defence, and it will leave ns on average with lower hp, however it is my opinion that the ns is not so much there for hardiness as for their speciality in poision, hence WA and Viper
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5 : ALL : either toning down of infs spec points to around 2.3x-2.35x or so, or increase of NS/SB spec points to about 2.35x-4x. preferably the reduction to infs (with a full respec for infs), or if thats not possible then the increase to ns/sb (no respec)
->NOTE
i dont think that points will be removed from the inf because it will mean every inf having to respec and respellcraft, however i am worried that if, then, the spec points for assassins SB/NS are raised that they will become to powerful in comparision. it is indeed a hard juggling act, and sometime when i have more time ill play with numbers to try to find where a "fair" place to put each spec level at would be assuming infs stay with 2.5x. if the other changes are made (esp the ns magic change) i would suggest that INF have most spec points, SB have second most, and NS have least.
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6 : SB : modification of the SB unique ra shadowrun. open to suggestions, perhaps something to help with 2h-crits, or maybe beefing up shadowrun to last longer or something. i think the most likely path taken if this is done is that shadowrun will be made to have a longer duration and/or shorter timer and/or lower cost
-> NOTE
I would suggest duration raised to 1 minute on a 10-15 minute timer and/or cost lowered to around 6-8 points.
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thats about it as far as im concerned atm i think