The abilities of an Assassin are obvious, being a direct Assassin you always prioritize subtlety and flexibility, precise movement options and quick escape methods above all else.
If we talk about killing , it must be an accurate and surprising blow , assassins never have to face an enemy head - on because they are not made to last in combat , they always have to attack the enemy 's heart , head or back in optimal conditions.
Only in cases of no possibility they have to face an enemy face to face.
Therefore, something that a good assassin must have, such as skills, are camouflage in the environment (either becoming invisible or camouflaging as another person), various ways of escaping such as: escaping through holes in the ground, hooks, balls of smoke, sand in the face of the opponent, secret passageways.
Something that we should emphasize is the ability to do parkour and an assassin, who jump between alleys and roofs, go under cars and jump on horses to get to disappear in the masses.
In terms of skills, it will suggest nothing more and nothing less than an accurate hit either with a bow, arrow or a weapon, I came up with a simple and complicated mechanic.
Percentages of causing damage and weaknesses, something like fallout, where depending on the enemy you have chances of whether you shoot him, give him, do more damage or cause different states to your opponent.
For example the accurate attack can be charged but it must be selected where the attack will be used and therefore you have keyboard shortcuts in the same blow to indicate it, if it is to the heart it is a clean blow which if it does not kill the opponent it causes severe hemorrhages, if the attack is in the hugs it lowers its attack and attack speed by 18%, if it attacks the legs it immobilizes it for 1.5 seconds and slows it down by 50% and if it attacks the head it leaves the opponent blinded or distracted.
Now if we talk about poisons we must understand how and why these same poisons are made, layers are made to confuse, to damage or even to create hallucinations in your opponent, it should be emphasized that not because you are a assassin you should imbue his weapons in poison, but it occurs to me that he can create toxic clouds from his bottles which generate areas where they damage enemies and harm them, not only that but also this cloud of poison can be spread by combining it with the movement of the same , an example is , they are chasing an assassin and as soon as he jumps to the next building he opens his poison bottles creating a wake slowing down and slowly killing his enemies (Idea patented by Singed potions and convulsions) .
Marvelous community,
Let's get those precious minds to work and shape the best possible concepts for the classes.
So how will this work? We will ask you 5 questions (a question every day) about the class of the week. All your answers will be gathered and then evolved if needed, to create the best, and most fun to play class.
What you want but no invincibility skills plz
Español
Aquí tengo
algunas sugerencias que creo pueden ser buenas
Habilidades de Sigilo
-Camuflaje
-Invisibilidad
-Copiar la
apariencia de otro
Habilidades defensivas
-Evasión
-Amagar
-Multiplicidad (crear
diferentes copias falsas de ti y pasas a estar en sigilo)
-bombas segadoras
o de humo
Habilidades de combate
-Golpes con armas
principales con algo de golpe critico
-Una habilidad a
distancia ya sea con arco, ballesta de mano, arrojar dagas o agujas shuriken
-Un golpe en área
Técnicas de incapacitación
- Golpes a puntos
vitales
-Cegueras
-Trampas o bombas
de tiempo
-Cadenas.
-Bañar armas con venenos, toxinas, anestésicos o aceites anticoagulantes estos solo pueden ser creados por el asesino, pero tendrá que recolectar los materiales para crearlos, como sangre de algún animal o glándulas venenosas con otros minerales.
Here are some
suggestions that I think may be good
Stealth skills
-Camouflage
-Invisibility
-Copy the
appearance of another
Defensive
skills
-Evasion
-Feint
-Multiplicity
(create different fake copies of yourself and you become stealthed)
-mower or smoke
bombs
Combat skills
-Hits with main
weapons with some critical hit
-A ranged skill
with either bow, hand crossbow, throwing daggers or shuriken needles
-A hit in the
area
Disabling
techniques
- Hits to vital
points
-Blindness
-Traps or time
bombs
-Chains.
-Bathing weapons
with poisons, toxins, anesthetics or anticoagulant oils these can only be
created by the assassin, but he will have to collect the materials to create
them, such as the blood of some animal or poisonous glands with other minerals.
Anything about a crossbow or "sniping" assassin? Of course we have the rangers but I think In an assassin based on "camping", waiting to shot and moving quickly to hide in another place.
-EN ESPAÑOL-
Como dicen algunos en los anteriores posts, el asesino debe ser rápido y letal, podría tener algún tipo de veneno para hacer daño y algún tipo de bomba de humo para escapar de sus atacantes, vuelvo a decir que esto habría que ir viéndolo en el juego, ya que todo aquello que este balanceado, estará bien.
-IN ENGLISH-
As some say in the previous posts, assassin must be fast and lethal, it could have some kind of poison to do damage and some kind of smoke bomb to escape its attackers, I say again that this would have to be seen in the game, since everything that is balanced, will be fine.
Greetings!
Without knowing how the skills system would work, I'm going to propose basic skills and some "specialized" ones, since having them all would be too strong.
As I have answered in my previous post, I would give the assassin the possibility of specializing in a type of continuous combat, fast (hit and run) or mixed (hit melee, move away, hit mid-range and rotate between these styles).
This would mean that I would have to have a balanced skill kit but would have to sacrifice some of the aspects to enhance another. How to do it? It would depend on whether you want to use talents, pigeonhole it as a specialization or directly give each skill a specialization that "improves" the skill in that field.
The "basic" skills would be obtained regardless of the specialization thus making their basic kit but these would be enhanced if you choose that specialization then they would obtain the "special" specialization skills:
Direct Combat Skills:
-- BASIC:
- Combo hits. (Each consecutive hit in a short period of time deals more damage than the previous one.)
- Break armor. (You hit, subtracting armor from the target)
- Disable limb. (You disable the target's arms by disarming them.)
- Somersault (A small jump to avoid areas).
- Low blow (Cuts the casting of skills).
-- SPECIALIZATION:
- Passive: Boost combo attacks, boosting your damage the more consecutive hits to the same target.
- Final blow (Consumes all your combo points to cause a super powerful attack).
This specialization encourages you to maintain direct combat and not run away after hitting, but due to the little armor you must move well and dodge as much as possible.
Assassination Combat Skills:
-- BASIC:
- Stab (Causes a lot of damage from the target's rear arc).
- Cut Throat (From stealth... Deals damage and silences the target for a period of time.)
- Stealth (You enter invisibility).
- Distraction (You make enemies look away and you can go through their back).
- Smoke bomb (You disappear into the smoke).
- Evade (Allows you to evade the next attacks).
-- SPECIALIZATION:
- Passive: Boosts your attacks from behind and your attacks from stealth, giving it an additional effect.
- Assassination (Attack with a powerful strike from stealth if it kills, jump back and stealth again). Long-playing CDs.
- Sprint (Gives you great speed to run away and re-enter a fight).
These abilities propel you to attack and move being very deadly against a single target and wreaking havoc.
Mixed Combat Skills:
-- BASIC:
- Poisoned Strike (You use poison to cause an adverse effect on your next attack).
- Grenade (Throw a grenade that affects enemies in an area, the effect).
- Cover shot (Causes little damage but takes you a few meters away from the target).
- Shoot (Several throwing spears in the same attack at a short distance in an area).
- Murderous charge (You launch yourself at the target, hit him and place yourself on his back).
-- SPECIALIZATIONS:
- Passive that can rotate: (can never be activated twice in a row and cannot be activated until the activated effect ends).
-> Ninja Assassin: When activated, increases your ranged damage for a few seconds.
-> Grenadier: When activated, increases the damage of your grenades and reduces the CD of abilities for a few seconds.
-> Deadly Assassin: When activated, increases the damage of your melee attacks and reduces the damage taken during that time.
This specialization enhances the mixed use of the basic abilities of the three specializations by having the player follow a rotation to take their damage to very high levels.
These are a couple of examples of abilities, but I think I've managed to explain a style/mecha with abilities that the assassin could have.
I know I've been moved by this post and I think I've put more than I really asked... I just... I've let my imagination run wild. All the best.
I always concieved an assassin with some keywords, tools, hit and run, conditional burst dmg, slipery. Assasssin are not supoused to be an agile berserker with low hp. Neither are they mages that snap into you and make your hp bar disapear. They are efective killers they do the job, and as any other worker they needs tools.
They need mobility lots of it, smoke bombs that gives move speed and invisibilityor a knife rope that allow them to swing in/out of combat if used on walls ot to go all in if used on enemies as a gap closer
Utility, blinding enemies poisonning them, the hit and run mechanics are expressed in instigating your enemies with dots and negative status anti heal poison on autos can be a huge presure if the objective is being prioritized to be kept alive
Conditional burst. You need to deal dmg furiusly stabing your enemies is a hobo strategy that can be used by anyone. But how do we do it conditional? Making your main dmg abilitie get eincrised dmg if enemy is CC'ed (you need allies for that) if the target is poisoned / bleeding out of invisibility and the ultimate dmg buff is the target is bellow 20% dmg. (all of them stackeable)
No fancy flashy moves, all sober and utilitary tools. But still, the pressure of being chased by an assassin while you are anti heal poisoned is something to consider.
But also is a fair playstyle since the assassin itself need to mow down your hp on hit and run trades and is always an spected threat as everyone knows when someon is bellow 20% poisoned and cc'ed
backstab is must!
Marvelous community,
Let's get those precious minds to work and shape the best possible concepts for the classes.
So how will this work? We will ask you 5 questions (a question every day) about the class of the week. All your answers will be gathered and then evolved if needed, to create the best, and most fun to play class.
A great assasin skill set might be: bomb better stealt dash or some kind of shadow mode