And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.
Zudrag wrote:And those suggested "fixes" would be simply to reinforce the idea that the Assassin/MKT attacks people with sneak attacks, then slips away from close quarters whenever anyone catches them. They simply shouldn't, in my opinion, be able to spam knife move after knife move with such interlock accuracy as that. Out of interlock, leave that alone, it's fine in my opinion.Shorter version: If you catch a Spy in interlock, they should try and slink away or be crushed, not litter you with knives.I agree with you, all I was simply saying was there are other aspects that need to be addressed aswell. And if we nerf the spy tree with the bugs still in effect we may overdo it and need to come back to the tree again and strengthen it once the other bugs/problems are addressed.
I heard last week that thrown def is broken. Is this true? If it is, sort that and they should miss a bit more but yeah their acc is a bit too high. I need to go into kung fu change some clothes in order to compete with their rolls.
Thrown Resistance %Bonus is broken
Broken %Bonus Debuffs get a Hotfix, Broken Thrown Resistance %Bonus gets nothing Double standards ^_^ Sooner they get rid of %Bonuses the better, but thats for another thread.
So, every now and then I stat for knives out of boredom. Long story short, I think the following things are imbalanced. Please remember, if you either add to, debate against certain points, or go "lol i dunno", keep it constructive and try not to insult people.1) Knife moves should have a significant interlock penalty, similar to hackers. Throwing knives at point blank range and hitting a good majority of the time always seemed really silly to me.2) Leg Sweep does more damage than Throat cutting throw. I don't know for sure if this is because the animation is technically longer, and the magic equation that calculates Damage/DPS makes it deal more damage or what. I think for such a low level ability, it does too much damage.3) Master Shadow. If possible, make it to where a hit on the player instead of them taking damage drains IS and puts them in the combat state. Or, make the timer while master shadow is active to 30 or 15 seconds, and make the reuse timer 180 seconds. I believe Master Shadow is about getting away, not about walking around the people who just tried to kill you and say "lol i pwn u gud" for 180 seconds, only to return half a minute later to repeat.Things like roll out abilities should, in my opinion, remain with the same bonus to roll out, maybe even given a greater bonus.Thoughts/suggestions/"I don't know much about PVP/combat in general, but I think..."?
Knives work wonderfully if you know how to use them.
I have to agree with leg sweep thing...if the concept is knives..then make the toys do more damage then some karate move that was incorporated into this knife throwing tree. In my opinion ..we need garrotes. Also, concept more kniving abilities can replace the leg sweep and roll out abilities.
Master Shadow= awesome screenshots with the various archive prize items, and then diving frankenstein. Other than that it is just a *CENSORED* way out of pvp.
Finally, I wants me a ninja tree!
I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers. Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack. It's alot better now than it was in cr1 when it was doing 1300 damage easy.
I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.
I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.
The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.
Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it. The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.
IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.
I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain). Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack(not melee dps and not a melee attack). It's alot better now than it was in cr1 when it was doing 1300 damage easy. I've used alot of old moves from the times I was MKT before and the out come would be I would always lose in interlock or I would win with just a sliver of health. I just stay out of interlock now unless it's for sneak attack purposes.I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)The MS time should be switched as Zudrag said. What point is there to be in shadow mode for 180 secs unless your running through the Creston dungeon. It should be 30 secs with 180 reuse time so ppl quit abusing it, if you don't wanna fight the quit flagging.Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it.(wrist throws requires more IS and only has a CHANCE to stun...) The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts. IMO MKT is beat most of the time in interlock now, as Marias stated if your losing to an MKT interlock your doing something wrong. That is unless that person geared up for interlock, then I guess your screwed.
I think the MKT is fine as it is. Since I've come back it seems to be working as I expected it to work in cr1. Spy are out of interlock combat, once in combat they should get owned like hackers(but they dont, which is the problem since spy acc is as high as sniper with acc buff running constantly but without the IS drain). Unless your all tricked out for interlock combat you should last that long. much less win in interlock. Leg sweep has always done more damage than knives in interlock, possibly because it's a melee attack(not melee dps and not a melee attack). It's alot better now than it was in cr1 when it was doing 1300 damage easy.
I do think staggering through should have it's 100% stagger ability back though not that weakened 50% chance. This one is usually most effective against hackers as I really don't like to stagger throw them then they can turn around and use a nuke on me.(considering staggering throw takes 4 seconds to pull off including the sneak ability and the high dmg those 2 things can't be compared)
Some of the sneak attack moves need to be revamped, mostly for damage. The damage goes by level, so I use spin throw on someone I expect it to do atleast 800 not 300 damage. Reverse Bulldog's IS use needs to be lowered, 60 IS just to stun someone isn't worth it.(wrist throws requires more IS and only has a CHANCE to stun...) The 70 IS on canny stike I agree with since it's a roll out move and the DPS seems to work like it should. Bulldog's attack damage needs to be raised, I think smashing someones face in the ground should be right up there with kicking them in the nuts.