The Conspiracy

Eeben

Fledgling Freddie
Joined
Jan 7, 2004
Messages
3,607
Puppet said:
. But you're still not happy. Wtf u want? top stealther and top visible?

Dont think there is anybody here who said mincers needed more love or anything...
 

Jox

Fledgling Freddie
Joined
Jan 3, 2004
Messages
723
Slytale said:
So i've been thinking ...

What is the role that stealthers play in daoc ... and tbh .. i came up with a few answers :

1) To annoy FG vs fights
2) To camp towers and add from a distance
3) Stealthwars VS
4) Generally just being the "pests" on the server

Looking back from the early days and seeing the changes that Mythic has made to the assasin / archer classes i can't help but wonder...

It would seem that they are trying to exterminate the classes by making it nearly impossible have ANY utility in normal RVR.

Let's take a look at the class changes:

The very first major impact was the " 1shot unstealth" : Any target that was oneshotted never used to make the assasin unstealth.. that was soon changed because of people like Creep pharming 80k RPS at amg emain killing resting casters with his strong CS spec. Like taking candy from a baby !!

THEN the MAJOR nerf to all assasins was Spellcrafting : Classes now had proper resists and it was nearly impossible to 2 or even 3shot casters ...

The the very beloved - SEE HIDDEN ! the RA that ended alot of archers careers. Assasins could take this 5pt RA and now see other classes from CLIPPING RANGE ? gg ! That really made sense.

Time passes - TOA came to play ... different specs were nerfed badly .. some weren't / LA / Dragonfang etc ...

Still stealthers didn't really have any purpouse ingame ( except for minstrels which seem to get more love each patch )

now im not quite sure ... but after TOA things REALLY started going south.

Presciene Nodes !!! Stealth Lore !! Mastery of Stealth...

One the one side they balance out with normal classes that are still getting harder to kill. .. and on the other side they are making it MUCH harder for assasins / archers to be useful. Altho .. there seems to be a tendency to have archers feel more useful / powerful than assasins.

It would seem to me that Mythic is trying to make it so useless for stealthers to play .. that most of them will leave ... They don't WANT stealther .. at all.

Look at a tower siege ... this could last for hours .. what are stealthers supposed to do ? craft ?

NO Climbpoins on Towers ? that really makes sense ! And if there are like in mainkeeps ... Assasin NPCs uncover you from across the way ..

Even when you vanish you still get hit and die by NPC guards .. so i duno.. working as intended i guess , just like PhaseShit - use it .. /dance at a firewize .. he just bolts you to death ... i thought you're immune for hte duration ?

anyways ... even if you get past the assasin NPCs , Stealthlore , Mastery of Stealth , Prescience Nodes , Stealth Zergs of low RR chars.... the caster would just shrug off your attack and you would probably take fall damage and die ( suprises me that they havent removed that yet )

So why play and assasin ? What's the point ? Mythic wants stealthers gone.


In summary - i think stealthers need a boost and some fixes:

Add tower climb points
Remove Prescience nodes
Fix MOS - MOS 3 vs MOS 3 = normal stealth - MO4 gains advantage over MOS 3 etc .. or make mos only work when stationary for 2 seconds
Remove Assasin NPCs
Fix Vanish
Fix PhaseShit
Remove stealth/ climb walls / safe fall from Minstrels
Non-stealthers cannot use stealthlore - SL should compliment the stealth line spec . not boost non-stealthers.
Fix SB and Inf RR5 abils .. they suck.
Have Mezz poison on s shorter timer OR allow me to stock up - if i saw up 10 and log .. i lose em all. - re-use is 30 mins ..

I still belive all stealthers should have some or other useful group ability - making them more desireable in groups... look at minstrels.


The consipracy still stands tho .. Mythic wants to remove stealthers .. Instead of fixing existing problems ... they spend their time making more o/p classes ..

The first intelligent post I have seen here for months.

ToA exterminated the idea/reason to play stealther... or at least assassin.

Thats why classic european servers would be fun(no ToA-crap what-so-ever AND the chance to gank french kids).
 

acei

Fledgling Freddie
Joined
Dec 22, 2003
Messages
387
bla bla bla. You think a typical scout/hunter/ranger is better off? HE has the same chance to get detected as your minstrel (!!!!). People keep with the 'ololol Im a mincer Im so easy to detect'. You're just as easy to detect as a 50 stealth infil from a ranger PoV.
Scout/hunter/ranger have camouflage - counter to detect hidden which assassins have, minstrels don't have this, so we can NOT see you until you're right on top of us.
They have MoS so see us ALOT earlier than we see them and have more than sufficient amount of time to change the way they're walking to avoid us, or perhaps set-up PA or a crit shot.
MoS classes move quicker than us in stealth allowing them to avoid being seen by us.

You rolled a Minstrel: A hybrid valuable in a FG and it can stealth. Giving minstrels Climbwall and Distract, Danger Sense was already a piss-take. But you're still not happy. Wtf u want? top stealther and top visible?
Want people that have never played a minstrel in NF to stop whining that minstrels are OPed when they're NOT!
 

Eeben

Fledgling Freddie
Joined
Jan 7, 2004
Messages
3,607
acei said:
Want people that have never played a minstrel in NF to stop whining that minstrels are OPed when they're NOT!

vs low rr they are abit op i have to say if you have a good template that is.. With my old template it was hard for me to solo but with my new template its alot easyer an im not even using any ml's :touch: but vs high toat well played classes its not that easy ;)
 

tierk

Part of the furniture
Joined
Feb 16, 2004
Messages
2,883
Valgyr said:
Last NOTE
and rangers range is depending on ToA gear hope no1 wanted to /laugh at me there, its early just had my morning coffie:D

Sorry dude but just how many rr8+ rangers u see on this server and not being funny but who gives a monkies what they think or whine about on VgN. I am talking about the fact that if all the stealther classes where made to be as "rounded and balanced" as mincers and scouts you would hear people screaming for nerf big time. Also i dont have that much of a issue with scouts either apart from that freakin shield, can swallow the extra range and greater damage only reason i mentioned them is cuz acei keeps trying to blow smoke about other classes as a comparsion but refuses to see the fact that his toon is like 5 classes rolled into one.
As to get owned in NF its no different to how i was getting owned in OF as i dont have /havent had a template for me ranger for a freakin age and the fact that i usually too stoned to care :D (well since b4 i moved to qatar at least). Its not a issue for me i play to have fun not to have the biggest dick on the block.
 

Hawkwind

FH is my second home
Joined
Jul 5, 2004
Messages
7,541
Jox said:
The first intelligent post I have seen here for months.

ToA exterminated the idea/reason to play stealther... or at least assassin.

Thats why classic european servers would be fun(no ToA-crap what-so-ever AND the chance to gank french kids).

/agree. Great original post. Although I'm not too sure about Tower climb points - too easy to ninja raid any level of Tower within 1-2 mins. Maybe if they could not hit the Captain, so the purpose would only be to assassinate enemies inside.

If the no TOA server happens I would roll assassin again.
 

Jaem-

Can't get enough of FH
Joined
Jan 20, 2004
Messages
2,498
Yet theres still many rogues out in frontiers, even with the current situation. :)

I think assasins have been hit harder by the changes then archers imo, yet they can still output alot of dmg, the main thing I hate is how OP high levels of MoS are and npc assasin guards. :(
 

Aloca

Fledgling Freddie
Joined
Dec 23, 2003
Messages
1,584
Changes done to Nightshades/Assassins.
- MLs,Crafting,RAs,And boosts/nerfs of other classes

1.39
- When an Assassin class (i.e. Infiltrator, Shadowblade, Nightshade) attacks from a hidden position (i.e. when doing a critical strike backstab), the attack cannot be parried, evaded, blocked or bladeturned. Please note that the attacker can simply miss, however, which leaves a bladeturn active.

- There was a bug in the Critical Strike combat style Leaper - it only allowed players to perform it after a parry. Since none of the Assassin characters get parry as a skill, then Leaper could never be performed. This has been fixed by changing some of the Critical Strike Styles: Leaper has been changed to work off a successful Hamstring. Rib Separation now works off a successful Leaper, and Ripper now works off a successful Rib Separation. This makes a powerful 4-style chain.


1.42
- Assassin classes can now receive the Climb ability, which lets the scale keep walls. You use this ability to infilrate into keeps before your Realm has broken down its doors. You will get Climb at your 25th train in the Stealth specialization. Once you have the Climb ability, you must walk around each keep until you find an area suitable to climb (there are a few per relic and frontier keep), and once you find the area, you may climb it as if it were a ladder.


1.44
- Assassin-type classes (Infiltrators, Shadowblades, Nightshades) were being awarded level 1 of Safe Fall twice instead of Level 2, when they qualified for level 2. This has been fixed, and if your character has enough specialization to warrant level 2 in Safe Fall, they will have it when you log in.


1.45
- We slightly increased the damage of some of the non-backstab styles in the Assassin's critical strikes combat style line.
- The Detect Hidden ability was changed to increase the range at which Nightshades, Shadowblades, and Infiltrators (the only classes that receive Detect Hidden) can detect other hidden players.


1.46
- Shadowblades have been given more hit points (as befits the more fighting-centric ethos of Midgard), as well as have had their specialization points raised to 2.2 per level.
- Nightshades now have a new line of level-based combat shout direct damage spells (in addition to the normal direct damage spells they already had) that they can use during combat to increase damage. They have also had their specialization points increased to 2.2 per level.
- Infiltrators have had their specialization points raised to 2.5 per level, a significant jump. This makes it possible for them to train much more in many more skills than they previously could, and have the chance to be much more well rounded.

In all three cases, existing assassin characters will be granted the spec points they "should have" gotten based on the new number of spec points per level.

Besides any additional needed balancing of existing abilities (poisons, damages, etc.), which will be done as necessary, this makes assassins complete except for the disguise skill which is still to be implemented. Disguise will be primarily an RvR-centric skill - our current plan for disguise is that all three assassin classes will be able to disguise: Infiltrators by an ability/skill, Shadowblades by a magical ability, and Nightshades by a spell. Thus, please note that we have removed spell points from Shadowblades, as the "spell" they will use to disguise will be an ability and will not require spell points


1.48
- High level poison damages have been increased. Assassin characters should see an increase in their poison damages.


1.50
REALM ABILITY SYSTEM

Up until last Tuesday, Assassin characters were able to remain hidden if they killed their target in one shot. This "ability" has been in the game since the inception of Critical Strike Combat Styles. However, we never intended for it to work that way - it is generally not a good game dynamic to have stealthed characters killing people and not becoming visible. Some assassins (not all, just some) were abusing this "ability" to one-shot kill "gray" level enemies and kill them with no chance of being found. But, at the time that we found out that assassins were able to do this, the assassin classes as a whole were still a bit underpowered, so we made the choice not to fix the bug. Now that assassin characters are no longer underpowered, and no longer need any additional advantages, we have decided to keep this fix in. So, assassins will no longer be able to remain stealthed after one-shot kills. Assassins will still be able to kill some lower level (and probably "blue" level mages) characters in one shot, but no longer will they be able to do this with the impunity that they have enjoyed.


1.52
Camouflage is awarded to all Scouts, Hunters, and Rangers at level 30. You use it just like any other ability - first, you must be hidden (via your normal stealth icon). Then, drag the Camouflage icon to your quickbar and click on it to activate the ability. When you are Camouflaged, essentially you are invisible from the assassin See Hidden ability - however, you abide by all the rules of being stealthed normally; i.e. you have a greater chance of being visible to those that are higher level than yourself.


1.56
Because of the great advantages Assassin classes - Nightshades, Shadowblades, and Infiltrators - now have over almost any other class in the game (poisons, stealth, devastating combat styles, good base damage, extremely high evade, etc.), we've decided to take some steps to bring them back in line with the rest of the classes in the game. We realize that these three classes are not exactly the same, but they all have a combination of abilities that make them more powerful than other classes of their level. The overall design goal of the assassin is to have them be able to defeat opponents using a combination of stealth and their "backstab" combat style chains. Now, with these changes, they'll have to use more strategy to defeat their target opponents. There's no way to sugar coat this - these steps will make Assassins less effective in direct combat.

- We've removed the Ignore Pain Realm Ability from all three Assassin classes. These classes have been granted back the realm training points they spent to get Ignore Pain. It was an oversight that Assassins were given IP at all, and we should have taken it away sooner.

- We are capping the maximum amount that any player (of any class) can evade at 50%. Assassins are the only classes that can currently go above this cap, by linking together their Evade 7 ability, plus the Realm Ability Dodger, plus stat bonuses. Assassins will be granted a Realm Ability respec for those who no longer want Dodger ability (as it is usually Dodger that pushes them above 50%). Please note that you will get the realm ability respec only if you currently have Dodger and you are a Nightshade, a Shadowblade, or an Infiltrator.


1.62
- The Augmented Acuity RA now affects power pool and damage for Nightshade spell abilities.
- All Assassin classes in 1.62 who had the See Hidden Realm Ability will have that ability stripped from their character and have the points invested in it returned to them, for use in specializing in any other Realm Abilities they wish (including re-investing in See Hidden if they so choose).
- We have modified how the See Hidden ability interacts with Archer classes. We've varied the range that an assassin can see a non camouflaged hidden archer anywhere from 1/4 to 3/4 of the current range depending on the archer's stealth spec vs the assassin's level. On average this means that an assassin will have to be within about 1/2 the range that he can see the archer from compared to how the system works currently on the live servers.


1.69
- The damage of the Nightshade's line of shouts, Dart of Night through Lance of Night, has been increased.

1.70
- Stealth detection range is now hard capped at 1900 units. This change should fix the bug with stealth ghosts being seen on the battlefield. The 1900 unit hard cap should only come into play in the most extreme of circumstances where an assassin with several levels of Mastery of Stealth is detecting an enemy stealther whose stealth is in the single digits.

1.75
- Nightshades will now receive an evade reactionary version of the Celtic Dual style, Tornado.
- Nightshades will now receive an evade reactionary version of the Blades style, Return Blade.
 

Aloca

Fledgling Freddie
Joined
Dec 23, 2003
Messages
1,584
Since 1.50 Assassins havent got any boosts and some nerfs. But everyone else is much stronger now that removes the fast kill and hide combat style that assassins is supposed to do.
 

Adari

Part of the furniture
Joined
Dec 23, 2003
Messages
1,648
Up until last Tuesday, Assassin characters were able to remain hidden if they killed their target in one shot.

arrr

such memories
 

Lethul

FH is my second home
Joined
Jan 25, 2004
Messages
8,433
Adari said:
Up until last Tuesday, Assassin characters were able to remain hidden if they killed their target in one shot.

arrr

such memories

aye

xxx was just killed by korv
xxx was just killed by korv
xxx was just killed by korv
xxx was just killed by korv
xxx was just killed by korv
xxx was just killed by korv
xxx was just killed by korv
xxx was just killed by korv

:p
 

Users who are viewing this thread

Top Bottom