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Media Regarding This Supposed "assassin Nerf"

Discussion in 'Wynncraft' started by TurtleTheSeawing, Feb 18, 2016.

?

Do you agree with what I state here?

  1. Yes!

    52 vote(s)
    89.7%
  2. No! (Please give feedback, I'd appretiate it! :))

    6 vote(s)
    10.3%
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  1. Kraby

    Kraby *insert clever meme* VIP+

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    never
    and i am just saying that this thread is not fully correct since you said the assassin change is no nerf but a playstyle change yet the new playstyle doesnt match the class and makes it much weaker
    aka a nerf
     
  2. Kahsol

    Kahsol Local Serial Liker CHAMPION

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    :l i meant give it up complaining on this thread, your gonna get nowhere
    you'd probably be better making another assassin thread
     
  3. EchoingWinds

    EchoingWinds they/them VIP+

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    I'm pretty sure the problem is that you're aren't adapting to this new play style. There was indeed a new playstyle change. You could call it a nerf, or a way to make it less like warrior 2.0. Just because your multi hit doesn't do 2000% (or whatever the percentage was) the normal damage isn't a reason to complain. It most certainly was a nerf, and it most certainly was needed. The problem isn't that class, its the people who don't understand that this class now requires skill to play.
     
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  4. Kraby

    Kraby *insert clever meme* VIP+

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    i really dont care about multi hit and assassin was pretty much never like warrior tbh i dont know where people got that from
    i care about the fact that its not possible to sneak on people with vanish and use any ability on them after that as a suprise attack which was the reason i started playing assassin
    and get like 10 posts saying "not another one"
    nu ;-;
     
  5. Kahsol

    Kahsol Local Serial Liker CHAMPION

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    better than commenting on something with people that are against you
     
  6. Kraby

    Kraby *insert clever meme* VIP+

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    its better to have more people against you than with you to understand which arguements the other side has
     
  7. Ventus333

    Ventus333 Xaldinite, Adventurer, and Mage.

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    But why understand them if you wont take them into consideration? To be honest these arguments have drawn on to long and are getting repetative
     
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  8. Kraby

    Kraby *insert clever meme* VIP+

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    i am taking them into consideration but they are all nearly the same , pretty much what i got from that is that my build is the problem.....
    also this is really not long , you should see the argues we have on h****** so much balancing has to be done in the game you can see people argueing over like 10 pages
    i am not gonna do that in here tho , not enough to talk about
     
  9. Zelefant

    Zelefant wizard fortress will return one day HERO

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    FINALLY, SOMEONE UNDERSTANDS!!

    I am SICK of you guys ranting that you don't have godly damage anymore. ASSASSIN WAS NERFED FOR A GOOD REASON!!! You guys just say it sucks because (no offense) you have no skill because you oneshotted high level enemies and didn't need complicated spell combinations to kill mobs. Now that you guys need the combinations, you guys aren't doing well because you've never used those combinations, and as they say, it's practice that makes perfect.
     
    Last edited: Feb 19, 2016
  10. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    I recently re-assigned my Skill Points so I could finally unequip the Blue Mask I had stuck to my face as it was the main thing holding all the other pieces of armour on my body. After re-assigning them to something more fitting of my build (20 - 50 - 25 - 17 - 50), I noticed that I took a lot more damage. This is mainly because I took a lot of skill points from my defence stat and added them to my agility and dexterity stats to better fit my subclass. Before, I could easily tank any hits I took and deal out massive damage (much like it was before), however now, I dealt a little less damage and took a little more, but I could wear my armours without needing to wear Blue Mask. I must admit, based on my old build (35ish all w/ Blue Mask), you can still play as a broken tanky assassin, but you'll find it very hard to get the necessary Skill Points for higher-tier weaponry and armour. Assassin wasn't really nerfed at all, you just need to break your skill points to play as a broken Assassin; and, truthfully, as much as I'm needing more Health Potions to sustain any injuries I take, a lot of the health loss comes from my weapon, Rewind, which drains your health over time.

    If anything, the only problem I've found with the nerf is that you need to hold your weapon to sustain spell effects (Spin Attack's Spin, Vanish's Invisibility, Multihit's Attacks and Smoke Bomb's Smoke), which means I can't vanish and pop a health potion or open a chest safely.

    Regarding the nerf of Multihit & Defence - It was needed. I used to just 1-Spell the mobs in the Herb Cave without problem. It was insanely powerful and would win basically any fight. The Assassin's defence was equal to that of a warriors, and this allowed it to just destroy everything while not taking a scratch from whatever hit it. You managed to hit an Assassin with a bomb arrow? Great job! You now have about 7 seconds to hit it with about 4 more bomb arrows before that Assassin gets over to you and multihits you to shreds. Oh, and look out for it's smoke trails, it's now invisible so you just need to Spray & Pray arrow storm then Bomb Arrow them - oh nevermind you're dead already.

    Side Note: Level 56 (Pre-Gavel) Assassin, 66 (Pre-Gavel) Ninja, 82 (Post-Gavel) Ninja. I've played the Assassin class and it's clone ever since it became available as an unlockable class.
     
    Last edited: Feb 19, 2016
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  11. Lesliep

    Lesliep Lazy Wynn Mage

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    DISCLAIMER: I main Mage and oneshot everything so I shouldn't really be allowed to talk about the nerf but anyways:

    Based off one of @Kraby more recent posts on this, is that you don't have enough mana to use any spells after a vanish. This is a fair concern, as I believe the idea is to sneak up on enemies, burst some damage, and sneak away, correct?

    SO WHAT IF

    While vanished, the next spell (besides vanish) costs 0 mana, but empties your hunger bar. So if you vanish for like 10 seconds, then your next multihit will technically cost like 2 or 3. But you wouldn't be able to vanish and then instantly multihit, you'd blow 10-16 mana for it. You'd have to vanish, smack once with melee to remove vanish, then multihit.

    This would guarantee assassin is not left completely vulnerable after a vanish.
     
  12. TurtleTheSeawing

    TurtleTheSeawing That dragon that's studying magic HERO

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    Ok, I'm just going to say this one thing.

    Let's calm down just a little bit with the arguments.

    I realize that I kinda started these with this thread as a whole, but I just don't really want to see this thread spiral down into just another thread where a lot of arguments occur.

    Unless I am mistaken, and these aren't really arguments, and they're just normal conversation about this said topic, then that is fine. But I don't really want this thread to go down to the point where all it is is arguments, so thus it ends up shut down.

    So, let's just please turn it down a notch, that is all I ask! :D

    Love
    Hoke~

    @Kraby
    @Ventus333
    @The Doctem
    @Lesliep
    @goodytwoshoes0
    Btw, you may still argue about it, but just turn it down a little bit, because I don't want all the posts to just be that.
    While I did make this thread with the intent to tell people to please stop making these threads, I also respect everyone's PoVs on this situation, and I agree in some ways with what the people that make those threads say, but usually not in all ways, only like, one or two.
    Thanks guys <3
     
  13. Lesliep

    Lesliep Lazy Wynn Mage

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    When did I get heated about it???
     
  14. TurtleTheSeawing

    TurtleTheSeawing That dragon that's studying magic HERO

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    True, sorry, I just wanted to make sure that we just slow down a little with it, so that it's not all just arguments.
    Sorry for the confusion!
     
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  15. Ventus333

    Ventus333 Xaldinite, Adventurer, and Mage.

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    You should put that in the sugestions place for the mods- seems like a good balance
     
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  16. Lesliep

    Lesliep Lazy Wynn Mage

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    See... That's effort. Somebody else can go into more detail about it xD

    I honestly have a bunch of things I should post, but it comes down to laziness
     
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  17. Ventus333

    Ventus333 Xaldinite, Adventurer, and Mage.

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    Heh... Dont we all, dont we all....
     
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  18. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    While this is a good solution, it'd leave quick-vanishers extremely vulnerable since their mana would constantly be hitting 0. I often vanish, jump out of a group of enemies then hit them with a multihit or spin attack, dealing large damage to them. I then use the time I've bought to either regenerate some mana to keep fighting, or get away with what I have. If I were to have 0 Mana after casting a spell, it'd leave me unable to run away (from faster enemies) and unable to cast follow up spells or vanish again. Just because you can cast Multihit on a group of enemies doesn't mean all of them get thrown away. I've often found when casting multihit on groups of charging enemies that some don't get hit and keep running. If I were to vanish to a more strategic position and cast multihit, draining all my mana, some enemies may be left behind. Without a heavier weapon to do knockback, I'd be extremely vulnerable.

    The only way I can see a counter to this problem is to have a Water build to easily regenerate a lot of mana quickly; however, forcing a class to have a build to use it effectively is not a good idea. It'd remove the malleability of Assassin Subclasses as they'd be forced to have high mana-regeneration to combat the vanish costs (It's essentially just pushing the mana drain along the timeline a little so it occurs after the player unvanishes instead of during)

    A better solution would be to simply not lose mana when Vanished. Have mana simply freeze when you're not sprinting, so that you can't simply sit and regenerate safely, but also can't get away with free sprinting (this would drain mana normally, instead of the double-drain that occurs when vanished).
     
  19. Lesliep

    Lesliep Lazy Wynn Mage

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    But you could still vanish, and then melee once to remove vanish without casting a spell
     
  20. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    Ah, I misinterpreted what you meant. I thought that attacking normally didn't remove the drain.

    This fix seems very situational, however. If a player is low on mana from vanishing, but needs to cast a spell to dispel the crowd around him, this would come in very handy as it would allow the player to cast the spell for a much cheaper cost.

    However, if a player has vanished to easily cast a spell to affect the most enemies at once, this would be very detrimental. The player would need to attack a mob in order to remove the effect of the mana drain, however this would make them visible and therefore would re-aggro the mobs onto him. Depending on the amount, this could mean that the player takes a lot of unnecessary damage before casting their spell, which might not be as effective due to the positions of the enemies changing.

    The concept of the idea is good, but the downside to balance it seems a little harsh. Keeping in mind your idea, perhaps after vanishing, the next spell the player casts will be assured to cast. If the player has 20 Mana and casts Multihit for 7 Mana, their mana would go down to 13. If a player has 3 Mana and casts Multihit for 7 Mana, the spell would still activate and the players mana would go down to 0. Casting another multihit would go as normal ("You don't have enough mana to cast that spell!"), and hitting a mob would dispel this effect.
     
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