RA review - my [SB] opinion

Salamurhaaja

Fledgling Freddie
Joined
Jan 22, 2004
Messages
326
There's some good stuff in it, and some really horrible.
Let's start whit good ones:

1. Dodger removed
- it balances SB race choices by letting kobies have better evade than norse

2. Purge
- I think lvl2 would be enough whit 15minute timer, good news for SB

Bad things:

1. Dual reflexes
- having main hand damage based on LA spec forces us to spec even higher LA, since it ain't helpin us anymore

2. Unique RA
- on paper looks cool but after 44 sword/axe (high WS), 39LA (stun attack), decent stealth & envenom (50 whit rank) there's not enough points left for high CS, unless you are rr7+

3. Vanish
- I wanted this for offense. Once I finally would have access to this they changed it, and in meanwhile removed shadowrun. Seems to me that by doing that they admit SBs been screwed all this time having one of worst unique RA and infils too powerful (?)

For low rr SB these changes gives trouble but being rr7+ I don't think these chances makes much diffrence.
Biggest concern is missing dualist reflexes.
I hope that in 1.69 gives one of these to SB since there hasn't been since change for SB yet:

1. Evade stun on base weapon
2. Higher damage using 2h weapon
3. LA mechanism changes to CD, DW
4. Str/dex based weapons

Post here your hunter/SB opinions about changes.
 

Blitzing

Fledgling Freddie
Joined
Feb 14, 2004
Messages
271
i really hope for an evade/stun style to, like the one NS have, in either axe or sword, mostly axe, cause im specced in that atm hehe. but would be really nice. but that unique RA where can i see that at, havent seen any of the new RA that should come
 

stubbe

Fledgling Freddie
Joined
Dec 22, 2003
Messages
582
Blitzing said:
i really hope for an evade/stun style to, like the one NS have, in either axe or sword, mostly axe, cause im specced in that atm hehe. but would be really nice. but that unique RA where can i see that at, havent seen any of the new RA that should come
havoc>all styles for 1v1 :) now that you can choose your artifacts to have whatever form you wish(i.e battler can be axe, along with croc tooth etc).
 

Haldar

Fledgling Freddie
Joined
Jan 15, 2004
Messages
1,114
SB ra changes are good.

but archer/minstrel RA changes are scary -- namely, perma TS with 1000 range and Ameliorating Melodies - minstrels can heal their stealth zerg now on 10 min timer.
 

Jox

Fledgling Freddie
Joined
Jan 3, 2004
Messages
723
Salamurhaaja said:
There's some good stuff in it, and some really horrible.
Let's start whit good ones:

1. Dodger removed
- it balances SB race choices by letting kobies have better evade than norse

2. Purge
- I think lvl2 would be enough whit 15minute timer, good news for SB

Bad things:

1. Dual reflexes
- having main hand damage based on LA spec forces us to spec even higher LA, since it ain't helpin us anymore

2. Unique RA
- on paper looks cool but after 44 sword/axe (high WS), 39LA (stun attack), decent stealth & envenom (50 whit rank) there's not enough points left for high CS, unless you are rr7+

3. Vanish
- I wanted this for offense. Once I finally would have access to this they changed it, and in meanwhile removed shadowrun. Seems to me that by doing that they admit SBs been screwed all this time having one of worst unique RA and infils too powerful (?)

For low rr SB these changes gives trouble but being rr7+ I don't think these chances makes much diffrence.
Biggest concern is missing dualist reflexes.
I hope that in 1.69 gives one of these to SB since there hasn't been since change for SB yet:

1. Evade stun on base weapon
2. Higher damage using 2h weapon
3. LA mechanism changes to CD, DW
4. Str/dex based weapons

Post here your hunter/SB opinions about changes.

I have not a clue what planet you are living on mate.

1. All buffed assassins cap evade anyway, so there is no difference at all, except that some idiots who ran around with dodger now will spend their points in better areas.

2. Purge; agree, its a great change. I will prolly go for Purge 3.

Bad things;

1. DR improves both damage and chance to swing lefthand. Sbs lefthand always swing. So this RA is actually better for other assassins, so its a good thing they removed it.

2. Shadow Strike, our unique ra aint something "bad", it looks like a wonderful ability. It almost feels overpowered. The only price you have to pay is to spec CS 21+, and even low rr-sbs can do that without any problem. Besides, take a look what nightshades got.

3. The change of Vanish...a bad thing? duh...they have made it accessable to all assassins, which is great, and they have made it to a perfect get-away-tool, even better than SoS. Besides, if you want to use it in offensive manner, just pa, cd(with DoT & Snare), press Vanish I(500 feet), stealth up to him again.

Other things that are super;

The loss of AP.
The IP-reduction.

The only thing that feels like shit; Perma-TS

To Stubbe; Garrote/Achilles > Havoc.
 

Haldar

Fledgling Freddie
Joined
Jan 15, 2004
Messages
1,114
1. All buffed assassins cap evade anyway, so there is no difference at all, except that some idiots who ran around with dodger now will spend their points in better areas.

wrong.
ur chance to evade depends on attackers WS. u may evade 50% vs meleeing Rm - and, say, 30% - vs buffed warr. so i think dodger was good anyway - vs those high WS eneimes -- ppl or mobs. and my personal exp says that dodger worth its points - had dodger 2, have dodger 0 now - and miss it.

1. DR improves both damage and chance to swing lefthand. Sbs lefthand always swing. So this RA is actually better for other assassins, so its a good thing they removed it.

wrong again.
DR had same dmg increase effect for both cd/dw and la mechanics. so removal of it hurts all assasins...dont remember exact figures, but atm 1point of DR = ~1.25% of dmg increase.

and yes, gar-ah is most damaging anytime combo -- among all realm weapon styles.
 

Jox

Fledgling Freddie
Joined
Jan 3, 2004
Messages
723
Haldar said:
1. All buffed assassins cap evade anyway, so there is no difference at all, except that some idiots who ran around with dodger now will spend their points in better areas.

wrong.
ur chance to evade depends on attackers WS. u may evade 50% vs meleeing Rm - and, say, 30% - vs buffed warr. so i think dodger was good anyway - vs those high WS eneimes -- ppl or mobs. and my personal exp says that dodger worth its points - had dodger 2, have dodger 0 now - and miss it.

1. DR improves both damage and chance to swing lefthand. Sbs lefthand always swing. So this RA is actually better for other assassins, so its a good thing they removed it.

wrong again.
DR had same dmg increase effect for both cd/dw and la mechanics. so removal of it hurts all assasins...dont remember exact figures, but atm 1point of DR = ~1.25% of dmg increase.

and yes, gar-ah is most damaging anytime combo -- among all realm weapon styles.

Ok, ok, there might be a small difference in evade-rate against targets with 2000+ in weapon skill. I have tried out both Dodger 1, 2 & 3, and didnt notice any change in my RvR-performance or Evade-rate. Today I have Dodger 0 and I am perfectly fine with it.

Did some tests with Ztyx warrior, perhaps not the best ones but I couldnt see any difference. Infact I evaded 0,2% more without Dodger, lol.

About DR; You are wrong, and think; just the fact that la works different than cd/dw should alone convince you that the effect from DR can't be the same.
 

wittor

Can't get enough of FH
Joined
Dec 31, 2003
Messages
1,917
Jox said:
I have not a clue what planet you are living on mate.

1. All buffed assassins cap evade anyway, so there is no difference at all, except that some idiots who ran around with dodger now will spend their points in better areas.

hm I runned around with dodger 1 and I changed to dodger 2 and there is difference in.

I don't know why Salamur is complaining but from stealth classes archers , mincers and sb's got love inc.

sbs got screwed with LA , infils got "screwed" with a 5sec df ( still a good stun imo ) and in frontiers its ns turn they are hitted hard with the removed ra's.

Vanish is gonne be cool i'm gonne get it for sure.

Only thing I really don't like is the perma TS ... what are we gonne kill now? Oo
 

stubbe

Fledgling Freddie
Joined
Dec 22, 2003
Messages
582
Jox said:
About DR; You are wrong, and think; just the fact that la works different than cd/dw should alone convince you that the effect from DR can't be the same.
DR gave CD/DW a 3% extra chans to swing their offhand. Causing them to do on avg 1.5% more basedamage/timeunit.
DR gave LA a 1.5% increase to basedamage on each axe. Causing it to do on avg 1.5 % mroe basedamage/timeunit.
Difference being?
 

Haldar

Fledgling Freddie
Joined
Jan 15, 2004
Messages
1,114
Only thing I really don't like is the perma TS ... what are we gonne kill now?

perma ts and AM on minstrels.
 

wittor

Can't get enough of FH
Joined
Dec 31, 2003
Messages
1,917
Haldar said:
Only thing I really don't like is the perma TS ... what are we gonne kill now?

perma ts and AM on minstrels.

erm so they force us to grp with a mincer ?
I prefer Elajt next to me or Jergiot shame they don't play anymore :(
 

Jox

Fledgling Freddie
Joined
Jan 3, 2004
Messages
723
stubbe said:
DR gave CD/DW a 3% extra chans to swing their offhand. Causing them to do on avg 1.5% more basedamage/timeunit.
DR gave LA a 1.5% increase to basedamage on each axe. Causing it to do on avg 1.5 % mroe basedamage/timeunit.
Difference being?

Difference in the fact that laxers always swings offhand and dont earn anything by +3% chance to swing lefthand.

Coz DR gives + in base AND swingchance.

from Herald;

"Additional 3% dual wield chance/damage for dual wield/left axe users per level of this ability."

Ops^^

You guys were right.

I was wrong.

I stand corrected.
 

Haldar

Fledgling Freddie
Joined
Jan 15, 2004
Messages
1,114
wittor said:
erm so they force us to grp with a mincer ?
I prefer Elajt next to me or Jergiot shame they don't play anymore :(

heh, like u weren't grped with mincers before.

400pt heal every 3 seconds - death for hib/mid stealth grps.
 

wittor

Can't get enough of FH
Joined
Dec 31, 2003
Messages
1,917
Haldar said:
heh, like u weren't grped with mincers before.

400pt heal every 3 seconds - death for hib/mid stealth grps.

oh sure I was grp'ed with mincers like maybe 10 times or something that gave me a total of maybe 60k rp's ?
and btw I said I prefer Elajt or Jergiot next to me then a mincer
 

Haldar

Fledgling Freddie
Joined
Jan 15, 2004
Messages
1,114
u, personally - maybe no.

infis in general - yes.

and i would take mincer as pairmate. abla, shouts, stun/mezz, speed, sos...and a healing now.
 

Aybabtu

Fledgling Freddie
Joined
Dec 29, 2003
Messages
646
Jox said:
1. All buffed assassins cap evade anyway, so there is no difference at all, except that some idiots who ran around with dodger now will spend their points in better areas.

I must be one of those idiots then.....I have dodger2 only because im sure i've read somewhere that more attackers = less chance to evade - so by raising my chance to evade i'll do better against all dem duo's - trios - you name it :)
 

Eva

Can't get enough of FH
Joined
Mar 4, 2004
Messages
1,387
Evade is halved when the enemy is wielding 2 weapons ( all assassins more or less ) which is ppl go for dodger.
 

emma

Loyal Freddie
Joined
Dec 30, 2003
Messages
755
Aybabtu said:
I must be one of those idiots then.....I have dodger2 only because im sure i've read somewhere that more attackers = less chance to evade - so by raising my chance to evade i'll do better against all dem duo's - trios - you name it :)
Evade rates are based on your attackers weaponskill. So dodger does indeed help when attacking players with moderatly to much higher weaponskill than you.

If i remember correctly when one of the TL`s tested evade rates with his a Savage. His evade rate capped when his shaman attacked him, but when a pure Tank did who has 2k+ weaponskill when buffed compaired to only 700-800 of a shaman his evade rate dropped to the low 20% mark. After adding a couple level`s of dodger his evade rate went up closer to the 30% mark.

Dodger in its current form artificially raises the evade rate cap "behind the scenes" meaning even though you will only ever hit 50% evade because its artificially increased through RA`s its easily (not much though) to stay closer to that 50% cap when fighting opponents that have higher weaponskill than you.

So yes by removing dodger from the game, tanks in general should have an easier time against stealthers and ofcourse the stealther duo/zergs will have an easier time taking on solo opponents due to evade being halfed by duel wield attacks and again by multiple attackers.

3 duel wield class's attacking a solo class without dodger would mean that persons evade rate would be around the 6-7% mark.

Since getting dodger 2 for my SB when SH got partially nurfed i have noticed my evade rate increase a bit, specially vs light tanks and tanks in general. Even though in most cases if i dont kite i get my ass handed to me unless there rr5 or lower ;p
 

Larc

Fledgling Freddie
Joined
Jan 22, 2004
Messages
304
Jox said:
Difference in the fact that laxers always swings offhand and dont earn anything by +3% chance to swing lefthand.

Coz DR gives + in base AND swingchance.

from Herald;

"Additional 3% dual wield chance/damage for dual wield/left axe users per level of this ability."

Ops^^

You guys were right.

I was wrong.

I stand corrected.

I always figured that DR gave 3% dmg to LA users and 3% chance to DW/CD users from that description. :)
 

Jox

Fledgling Freddie
Joined
Jan 3, 2004
Messages
723
Aybabtu said:
I must be one of those idiots then.....I have dodger2 only because im sure i've read somewhere that more attackers = less chance to evade - so by raising my chance to evade i'll do better against all dem duo's - trios - you name it :)

Nah, I am prolly the idiot. But I do remember that Dodger felt like shit after the introduction of the Evade-cap, but perhaps I dismissed it too fast.

Will prolly try it again.

:drink:
 

Rulke

Can't get enough of FH
Joined
Dec 23, 2003
Messages
2,236
It depends if it divides your total evade chance or your capped chance.
Like if 2 people (or 1 DWer) are attacking you and you would have an uncapped 60% chance, would your actual evade rate be 25% or 30%?
 

enigma

Fledgling Freddie
Joined
Dec 23, 2003
Messages
466
All additions to evade is added before evadecap, then capped to 50 and halved if DW attacker. So the attackers modifiers to the chance to evade are added after the cap/halving.
 

Lothandar

Fledgling Freddie
Joined
Mar 29, 2004
Messages
1,108
wittor said:
hm I runned around with dodger 1 and I changed to dodger 2 and there is difference in.

I don't know why Salamur is complaining but from stealth classes archers , mincers and sb's got love inc.

sbs got screwed with LA , infils got "screwed" with a 5sec df ( still a good stun imo ) and in frontiers its ns turn they are hitted hard with the removed ra's.

Vanish is gonne be cool i'm gonne get it for sure.

Only thing I really don't like is the perma TS ... what are we gonne kill now? Oo


Minstrels should not get *MORE* love inc.

Climbing walls, stealthmezzing for infil m8 to pa, providing mach5 for the most powerful assasin in the game et cetera et cetera et cetera the list goes on :eek:

Now they get am too, great \o/
 

Users who are viewing this thread

Top Bottom