Assassin and MKT way over powered

4 posts · 2006-04-05 08:11:00 to 2006-04-07 03:49:00

#35500000517 04/05/2006 08:11 Re: Assassin and MKT way over powered


Jilted_1 wrote:
I hate to tell you all this, but yes it is over powered, if only slightly.
Actually it's a source of a major exploit, I've already bugged it, hopefully it will be fixed soon.
Basically certain spy attacks are causing the "disabled by virus" errror message when they shouldn't be. hence when I'm normally supposed to be rooted, it is as if I am stunned and suddenly I'm dead and some MKT punk is bragging about pwning me.
Had he been using the skills correctly and not taking advantage of a bug the fight would have gone a very different way. It's bee reported so it should be fixed soon.
IMHO, thrown accuracy is a little high, despite haing very high thrown defense I still get hit most of the time. I push my resistance up with "calm mind, calm body", they use find weakness and suddenly my resistance means little. Personally a slight nerf could be used, jsut for the sake of balance. Otherwise we will see everyone loading MKT or Assassin in about 3 weeks.
-Jilted



Well the disabled by virus bug is one I get too frequently for my liking, I havent yet been able to trace it to any specific attack mind but whereever it comes from does indeed need attention. (it certainly isn't isolated tot he spy tree)

I strongly disagree that thrown accuracy too high mind, quite the contrary I find even with maxed Perception you can miss 4 or five thorws in a row and not have enough is to do anything else!

Thrown resistance is the new kid on the block and for that reason the one people tend to ignore...many haven't even coded Hyper-sense.

What's more before any nerfing takes place anywhere due consideration has to be made of the ease of use and the availbility of targets, an assassin/mkt cannot blindly throw themselves into battle like ma or gunman, nor can they weild their reanged attacks from the safety like the hacker classes.

#35500000530 04/05/2006 17:07 Re: Assassin and MKT way over powered

There are a couple of bugs in the Spy tree allowing folks using it to do excessive damage. These have been noted.

Check a patch coming to a server near you.

#35500000541 04/06/2006 02:55 Re: Assassin and MKT way over powered
well it remains a puzzle to me, yesterday against two particular targets my knives were doing around 100-120 damage (you could almost see it fully regen before the next strike), I presume they had maxed their thrown resistance but the actual chance of taking these targets down soley with knives seems nil, if that scenario can develop its difficult to understand the class as being anything other than UNDERpowered. I hope the bugs noted are specific and that before any nerfing takes place due consideration is given to the short range and requirement for stealth which other classes do not need to support their trees.
#35500000558 04/07/2006 03:49 Re: Assassin and MKT way over powered


DA6ONET wrote:
Things that NEED to be FIXED NOW with mkt and assasin

Neuro Dart - Timer shorten to 15seconds on movement speed
Paralyzing Throw - Reuse timer should be at least 16 seconds
Hyper Sense - Should actually prevent knives and sneak attacks from hitting so frequently (100 times tested 90 hit)
Find Weakness should be 25pts, and reuse timer 90seconds
Special Rollout moves should not be garuanteed OR have large reuse timers (45secs or more)

For ALL classes:
No hyperjump while in a combat state



- you forgot to add that all spys should automatically die when within a 20m radius of Zion players! :smileyindifferent:

tbh I agree with you on the reuse timer for the paralysing throw (though for the damage it does 16seconds is way too long) and I also agree that the Neurodart needs to be looked at in relation to its position in the tree, however the rest of your comments are an attempt to draw direct parallels between spy abilities and those of other trees and that is wrong, a spy already has an additional obstacle in so far as they have to be in a stealthed state to unleash their really effective stuff, the rules and requirements to initiate the attacks place the challenge on the stealth applied by the player (ranges have already been signifcantly nerfed to increase this challenge) and therefore there has to be a compensation in terms of the reward...there are also some serious problems with the spy tree, like the difficulties of use in crowded scenarios (no other tree could care less cepting sniper which has range on its side) the sprawling distribution of its abilities (spys cannot generally afford themselves the luxury of hybrids with non-spy trees) and the significantly bugged selection of 'spy-style', by all means review the tree but to apply nerfs without addressing the problem area's would be very wrong.

The comment re hyperjump is nothing short of bizarre, it would be an absolutely devastating change - the time taken to 'trip' out of the combat would ensure IL was all but perpertual free fire would ensure no one could jump away, we could throw away evade, throw away spy, throw away hacker, throw away the machine organisation and throw away the merov organisation!