The irresistible damage did crit, and was in the high 30s per hit if the player had both COT and div might. This was at level 60, as that was the level cap at the time.
I don't think the only reason for removing it was that it was overpowered. Probably more complex than that, having to do with rewarding knowing the mobs and switching weapons, as opposed to just mindless bashing.
Foebane does not last for the next mortal strike, it lasts until the duration ends. Because it changes what you can mortal strike, I find I need to have a !cancel for it !voicebound. With Foebane active, you can mortal strike a Narzagon, but cannot mortal strike a Rakshasa.
I am in agreement that the poison DC of 50 is to low, still fishing for 1s after they fail the first save.
I think assassins should be more rogue-role friendly. They should get more skill points. They should be able to disarm traps of dc 35+ without a rogue level. They should have skill mastery as a feat option.
It would be really cool if you could have a command !opt death or !opt critical to hotswap what immunity MS respects without relying on spell usage, that could give assassins something different to Rangers, OK it won't solve the other stuff mentioned here but that's a whole different ballgame.
To me, it is assassin and blackguard at low tier as a class on its own. i know that blackguard has its uses, but mainly as quasi.
does this lead to a possible fix or is it just a wall of text on the forum to no use?
It may or it may not.
It is just with every other thing the community desires. A few people think that something is unbalanced or to balanced or not pretty enough so they voice their opinion about it in the forum to bring it to an wider audience.
And then that guy or those few people get feedback. Maybe its like in this topic overwhlemingly in favour of the orginal poster (like that assassins suck atm) or people disagree with him/them.
Anyway every discussion about balance is probably valueable to the dev-team.
-First of they see that there is a demand of change -Then they see if the direction of the change is unanimous or if people others say its fine or needs to go into a totally different direction -Most of all they get ideas from the community what could be changed (I mean the dev team consists of less then 10 ppl, probably way less all with jobs and family so they prolli dont have the luxury of being able to think about HG 24/7)
Then ofc there is the whole prioritization thing with there being like 10000 balance demands on top of HG EE and new content like Mechanus.
It might even be that assassins are on their radar for a very long time already but there are just "better" things to do.
Just to name another example, the whole two weapon fighting and twohanded damage thingy is going on for quite a while and people mostly agree on it being to unbalanced.
Another reason for buffs/nerfs not happening is that the original vanilla code isnt as easy to change as people like me who know a flying **** about it would think.
Then there is also the lore aspect (which doesnt really apply to this topic but nevertheless), there are often many good ideas of players (balancewise) that just don't sit right with the DnD lore which this module is roughly based on if im not mistaken.
Anyway to make a long rant short. Big walls of texts and discussions are never useless. Devs see it, they can see ideas of the community also we have a place to vent or discuss expierences from ingame.
What's not really helpful in those kinda topics is that they often get derailed by people suddenly talking about blackguards (which definitly are in the top 10 tanks prolli higher) or if useful or not (not meant as a personal jab it just makes it harder to follow the topic). Topics sparking new discussion points about different things is just normal but they should be voiced in depth and in a DIFFERENT topic, so that people who arent monitoring the forum all the time have more compact information about the stuff they actually clicked on.
On topic again, I really like the idea about the toggle on the assassin would make it more interactive for the player which is always good.
Forum discussion and the thoughts/ideas threads have led to changes or at least affected change; though I wouldn't like to know the statistics of how many threads lead to actual change and how many are forgotten / ignored / don't deserve attention / just aren't feasible time/"zots"/effort -wise, feels like it might stifle discussion.
You could also consider some of these threads as a hobby; people like to discuss things like this in forum format too, not just ingame or on other platforms. If the discussed subject crosses border of "This would be so cool and is weird why it isn't like that already" or "damn that thing sucks major donkeyballs how can it be?!" then sometimes those discussions lead to posts on the relevant forums for further discussion and to bring it to the devs' ears, see if they like it (or dislike it; that could be the purpose on it's own, though hopefully that is an anomaly, not the norm).
Baneknights would be balanced if they could splash paladin. -Caeha Everyone should stop using the same portrait so I can GR them better, damnit. -Caeha
i do agree that it is a hobby. Nothing more engaging in getting classes to work and having a sort of impact on the server.
The assassin is per say a cunning deadly killer, but it doesn't have to be many targets. That is how I percieve the class, so it also comes down to if the current construction of its abilities are the correct ones.
What do you want it to do? dmg dealer? Insta killer outside spells and spell like abilities? I think it has no direction with the way the current imitation of death attack works. It might have great names like Mortal Strike, but it doesn't feel as a strike that would be instant death or near death ability.