Currently, the assassin class is rather useless. Here is a list of reasons from my view.
•The Death Attack is insignificant when facing opponents with Freedom of Movement, which is highly common in PvP.
•The difference of skill points when compared to its usual counterparts and rivals, Rogues and Shadowdancer, is quite poor for assassins, who only have 4xInt modifier, when the others have 8xInt modifier and 6xInt modifier respectively.
•Apart from Death Attack, the class only has two things, the spells and the bonus fortitude against poison which is rather useless since antidotes are as cheap as a grain of rice.
I would like to see some things added to assassins, to make them worth playing.
One suggestion I have for my part is perhaps for the 8th level, assassins to gain HiPS, like they did in NWN2.
Feel free to add suggestions below.
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Stronger poisons would also be a good suggestion.
I mean, seriously, a Dc 15 poison?
Perhaps the DC can be determined by DC + Assassin Class levels + Int Mod.
Would definitely be a lot more useful for assassins.
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Just because you've read it before, doesn't mean everyone has. And considering there's a fair few new people around - perhaps they want to share their opinion on the subject, as is the purpose of a forum.
So don't waste space debunking someone's perspective.
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Mmm, just don't take assassin levels until the DM's get around to fixing it. Still RP an assassin if you like, but pick up rogue, ranger or SD levels instead.
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Death Attack is useful, perhaps not in PvP, but it is quite useful in PvM. It also works well on players who don't have freedom of movement cast, though there may be items floating about that may bestow FoM on players.
Poisoned weapons, for what it's worth, also work pretty well if you invest in the right kind of poisons and time things right. I've noticed that, at the very least, the time in which a weapon remains poisoned actually lasts much longer than it does typically.
I'd like to see the spellbook for assassins be expanded, but I feel that's already on the way, what with the inclusion of the PnP spell Obscuring Mist into the assassin's repertoire. Irregardless, I'd love to have more assassins on the server
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VictoryDisease wrote:
Death Attack is useful, perhaps not in PvP, but it is quite useful in PvM.
It uses fort, a high monster save to help counter dev crit afaik, and your DC as an assassin isn't that spectacularly high ... although it does feel good when they roll a one.
VictoryDisease wrote:
It also works well on players who don't have freedom of movement cast, though there may be items floating about that may bestow FoM on players.
There are lots of FoM items around ... they drop in loot like candy.
VictoryDisease wrote:
Poisoned weapons, for what it's worth, also work pretty well if you invest in the right kind of poisons and time things right. I've noticed that, at the very least, the time in which a weapon remains poisoned actually lasts much longer than it does typically.
The save DC is obscenely low for a poison, and the effects certainly less than spectacular.
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Assassin's are useless in Amia to be perfectly honest. Anyone can be an Assassin, this ain't Terry Pratchett or the Discworld where you display a badge displaying what you are then leaving a receipt saying "You got stabbed in the bank and we take half your gold, don't worry, we left some change."
If you're an SDing Assassin then that's spooky if you got good INT.
Poison is kinda a last resort so no use to them unless it's RP related mainly.
FoM isn't every so nothing to worry about since there isn't any items that grant total immunity to Hold person, etc. I think...
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Is there any way to for the engine to "detect" a Death Attack? If so, I might suggest adding some wounding-like effect to it, but instead of just 1 damage per round, like Assassin levels + Int Mod. This would activate on the first successful Death Attack and like Wounded, be stemmed by healing. Or after a certain number of rounds I guess, again, based off of Assassin Levels and Int.. maybe Dex.
Some of the suggestions I've seen have been actually good. Some of these suggestions could be taken to the lab, so the Assassin class could be made more worthwhile. I don't really see an issue with this.
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Yurell wrote:
corypx wrote:
maybe make death attack also add a Garrote on the target
so a custom Wounding that takes effect on attack thats like 1/3rd or 1/2 the assassin levels damage each round.
Why would you garrotte someone with a DA? Especially when you have a knife or a crossbow?
Sounds my like my suggestion, but I wasn't suggesting some sort of "garrote" as the IC reason.
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I might suggest adding some wounding-like effect to it, but instead of just 1 damage per round, like Assassin levels + Int Mod. This would activate on the first successful Death Attack and like Wounded, be stemmed by healing. Or after a certain number of rounds I guess, again, based off of Assassin Levels and Int.. maybe Dex.
Just thinking Assassins through experience(Assassin levels) and expert knowledge of bodies(INT) would know how to make a target bleed out faster. Pretty much anything that bleeds(everything except crit immune things pretty much) would have veins, arteries, and perhaps even a jugular, all of which are most likely structures an Assassin would learn how to target over the years. Could be triggered on first successful Death Attack and last for set # of turns based off of Assassin levels. Or perhaps since it'd have to be scripted anyway, make it like how Combust funcitons, and have a roll to stop each turn, but vs. fortitude instead of reflex. DC in that case might be something like 10 + A. levels + Int Mod + Dex Mod.
An IC acceptable function that as well gives Assassins a little more punch, IMO.
If you're an SDing Assassin then that's spooky if you got good INT. Poison is kinda a last resort so no use to them unless it's RP related mainly. FoM isn't every so nothing to worry about since there isn't any items that grant total immunity to Hold person, etc. I think...
If you like a challenge, I suggest you roll an assassin anyway. Hips ruins the thrill of it. From personal experience, corners help! So learn to cornersneak. After that, conflict RP gets very fun. PvM is slow, though...
If the AB wasn't so low, I wouldn't have any quarrels with playing an assassin. It forces you to play smart, always have a runaway plan up your sleeve. Unfortunately, it was too late when I discovered that my +34 AB wasn't enough to hit anything other than a wizard. While resting.
Anyway, I'd like to see the DA improved. But still, assassins are fun to play.When people mistake your char for a Shadowdancer, and when you actually manage to kill someone, you'll have the ultimate bragging rights ...
The assassin is supposed to be lethal, super-deadly, resourceful - but probably also incredibly squishy. It would be interesting to see how you plan on maintaning some kind of balance while processing these ideas? Hold person, better poisons - HiPS, it all seems a bit grand.
Ooh! But if you really wanted to put something in that actually seemed to make sense, how about a high damage ~wound~ ability? The target could quickly bleed to death while the Assassin ran away, instead of having a Tanksassin, or invissassin.
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One other suggestion if I may. Add a widget for the assassin to make his own poisons from the various plants around, yes I know there is a NPC to make them for you but the assassin making them himself would be allot better, even make the poisons better then what the NPC can make, perhaps even a greater variety and last even longer.
Wounding works just like regeneration, just ... the other way around. It also stacks. To remove it, just use a healing spell/kit.
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how about a high damage ~wound~ ability? The target could quickly bleed to death while the Assassin ran away...
How "high damage"? I'd say *extremely* high damage, otherwise it won't be effective, since the wound can be removed in just 1 turn ... Extreme doesn't sound good, though.
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The assassin is supposed to be lethal, super-deadly, resourceful - but probably also incredibly squishy.
I don't know bout the super deadly, but I agree with you on the others. Right now, they're just squishy. I don't believe that improving a few things (mind, just improving...I'm against adding abilities,especially HIPS) will unbalance anything.
Shove a badass DC on the heal for it then, or make it a high level Assassin skill for that - making it potentially lethal from just one hit. Even a high HP character would only last so long.
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Why not just make it a shuriken and make it a ranged death attack.
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