Please note that there is a new forum user approval process before you can start posting. It may take up to 48 hours for your account to be approved.
Potential Assassin Adjustment post 1.4
I've been working through this post for awhile and figuring out how best to verbalize it. I've played 50+ hours of Assassin and I've done my best to analyze the class's utility and role in both game flow, damage, objective running, and kills. While my perspective might be limited by using primarily one class, I'm doing my best to adjust for the abilities for other classes and their abilities in the general environment of the game.
The Assassin, as it stands now prioritizes mobility. With the increased health and health regeneration changes, it becomes more difficult to get the drop on an opponent and successfully finish them. The changes force players to use the grapple function more often in order to close the gap, but still maintain ability pips for escape. However, with the dash and grapple being tied to the same resource, this severely limits the potential for an Assassin during engagement.
Therefore, with grapples being difficult to land on opponents, I feel that a successful grapple on an opponent should recharge one mobility pip.
This allows the assassin to have more freedom during engagement and if the Assassin is kicked, it gives them a change to re-engage and successfully be able to have an option to escape. Kick is a universal mechanic that forces the Assassin to take less risks and it limits their ability to contest objectives. I feel that this change wouldn't upset the general balance too significantly, if the current state of the game is what the developers intend. Grappling to the environment becomes a strategic choice and it encourages high skill plays and decision making while making sure that benefits still come from tactical engagement and proper flanking.