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World Assassin Rebalance (44 Supporters)

Discussion in 'General Suggestions' started by XavierEXE, Apr 4, 2016.

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Thoughts?

  1. I agree!

    50 vote(s)
    61.0%
  2. I do not agree.

    12 vote(s)
    14.6%
  3. I agree with only some of it.

    12 vote(s)
    14.6%
  4. I didn't read the thread because I'm tired of people trying to make Assassin better.

    8 vote(s)
    9.8%
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  1. Turtlebomb

    Turtlebomb idk VIP+

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    Just something to avoid ice snakes and meteor spam
     
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  2. LotKnockMC

    LotKnockMC S̵͚̉i̸̥͔̞̒̕͜n̷̦̹̱͒̈́̚g̶͈̳̙͇͗̾̋̾ͅë̶͔́̌͋ṙ̶̢̧̭͕ VIP+

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    Though I don't exactly like this idea, (I wuv mai smoke bomb :3) I do agree it to be a necessary balance. Smoke bomb has the highest range and damage yet multi-hit costs 2 mana more. There are times where multi-hit is more useful, but not that often. +1 supporter
     
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  3. Fread

    Fread Well-Known Adventurer HERO

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    not really happy about not able to kill any shit except archer with my GLASS CANON build in nether

    and none of the players there are tank build
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    so.. assassin dealing 500% per 5 seconds
    oo seems pretty great

    on the other hand mage deals 500% too within 2 seconds including fire ring
     
  4. Jaycee

    Jaycee Still waiting for MHW VIP+

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    Not everyone knows how to make an effective build. Level 84 here and I still can't make a simple exp one. There's a broad spectrum of casual players as well, whom may not go about creating builds/using builds.
     
  5. Terunalix

    Terunalix The Noob

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    Sorry to tell you but your build sucks ass then.. i have over 8.5k hp and deal 9-12k multihits with 110 agility... Thats not a glass cannon imo
     
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  6. ohwooops

    ohwooops Not Very Well-Known Adventurer VIP+

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    Is your build only air/water?
     
  7. Terunalix

    Terunalix The Noob

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    Yea it is.. well its raw spell,too
     
  8. LotKnockMC

    LotKnockMC S̵͚̉i̸̥͔̞̒̕͜n̷̦̹̱͒̈́̚g̶͈̳̙͇͗̾̋̾ͅë̶͔́̌͋ṙ̶̢̧̭͕ VIP+

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    That's because with a mage your spells are basically your only source of damage, whereas with assassin you have the second strongest DPS ingame PLUS your spells
    ________________________________
    As for what Selvut said, With Smoke bomb you can strafe in a circle and keep the enemy in the smoke, as well as continue hitting them with your standard attack, but you can't hit an enemy in a multi-hit unless they are against a wall.
     
    XavierEXE likes this.
  9. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    This is exactly what I mean, unless you're fighting a mob with charge or teleport (Not many) you can utterly destroy them with smoke bomb while multihit remains underutilized.
    Most people's arguments on why this should not be changed are "Multihit can hit them away, and people are smart enough to not stand in smoke bomb." Wynncraft in 99% PvE, not PvP. I'm saying that smoke bomb is overpowered against most MOBS, not real players! @Selvut283
     
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  10. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Against ranged mobs? Perhaps, but the fact still remains that the damage is set over a total of 5 seconds, meaning it is still far from optimal for your main offense, but great as a supplement. Multihits still deals more damage overall than Smoke Bomb in a faster time-span, and what if you are not fighting a ranged mob? Many mobs nowadays have movement patterns that make Smoke Bomb much less effective(hello, Charging AI) or simply enough speed to escape the Smoke Bomb even if you are circle-strafing to keep them inside. You can make the argument that you can use Spin Attack to keep them inside, but that still ends up costing more mana overall, and more effort overall, than simply casting Multihits once would do. I seriously do not see where the disbalance is.
     
  11. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    Not once you get force. Unless you're in an enclosed space, multihit will send your opponent quite far away, and you have to wait for them to come back, or chase after them. And, in an enclosed space, it's tougher for enemies to escape smoke bomb, so even then Smoke Bomb is generally the better option. I almost never use multihit because it just makes it tougher to kill the enemy. A slight damage boost while hitting what I want to kill away from me? I'll stick with the close range freezing spell and the ranged spell with great damage, thank you.
     
  12. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Yes, still once you get Force. Remember what I said about Assassins being able to chain spells together utilizing the knockback from Multihits?
     
  13. DJBorbo

    DJBorbo Wannabe edgy memeboi HERO

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    #Makeassassingreatagain
    ________________________________
    Not that its bad :P
     
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  14. Paradoxical

    Paradoxical Machina Infinitum VIP

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    The problem, in my opinion, is the fact that smoke bomb is a damage spell. I feel it should be reworked to be more of a disabling spell, something to confuse and blind/slow your opponents so you can get behind them and shank them.
     
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  15. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Spin Attack and Vanish already cover that.
     
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  16. LotKnockMC

    LotKnockMC S̵͚̉i̸̥͔̞̒̕͜n̷̦̹̱͒̈́̚g̶͈̳̙͇͗̾̋̾ͅë̶͔́̌͋ṙ̶̢̧̭͕ VIP+

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    I think both Xavier and Selvut have very valid points, bit I do still lean towards smoke bomb being stronger. I use it a lot more too....
     
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  17. Kraby

    Kraby *insert clever meme* VIP+

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    ye i'm not

    also smoke bomb gives slowness , keep that in mind so nerfing the damage by say 10% a tick wouldnt be overkill since it would still have that slowness effect and decent damage going for it (so pretty much 40% with 10 ticks , 400% , still a lot of damage and remember it has slowness effect)

    also for me (with xp set , ye i know xp sets suck) i deal like 700 a tick on smoke bomb and 200 a hit on multi hit tick
    every smoke bomb tick is 50% damage and it has 10 ticks
    every multi hit tick is 25% damage and it has 10 ticks (alltho it does have a final 100% tick)
    making smoke bomb sum up at a total of 500% damage and multi hit at 350% damage while multi hit costs way more mana and has like 10 times less range
    so giving multi hit one of the 3 options
    1) 2 more ticks , making it deal 400% with a bit more knockback
    2) 30% less mana cost , making it cost 7 mana instead of 10
    3) make every tick deal 5% more damage , making it have 400% damage on total

    ofcourse that the multi hit buffs (only 1 of em) will only come if smoke bomb is getting nerfed

    also this wasnt only a reply to you but rather my ideas on what needs to change
    the thing with smoke bomb , you can also melee hit the enemy while he is in it , making it deal INSANE damage over 5 seconds , it might be more useful in pve but its still probably better than multi hit in pvp

    also about multi hit being inescapeable , unless this has been fixed , mage can heal itself in a middle of a multi hit and not take anymore damage from it

    also its not just the damage being pretty low , its also the mana cost being the highest in the game , taking half ur mana bar without a water build
     
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  18. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    Tied with Arrow Shield for 10 mana cost at base
     
  19. Kraby

    Kraby *insert clever meme* VIP+

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    o ye and that
     
  20. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    bumping the threadsssss
     
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