Assassin Class – A Personal Perspective of Current Skills

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Shane/Banshee

LOMCN Veteran
Veteran
Apr 25, 2013
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this is a great idea but as it didn’t come from Jamie or Shane it won’t be noticed

its not even about the bullshit you posted, sins feel they are forced into mana so added a refine option is just going to make it worse. Got Anything actually worth adding?
 

IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
8,544
2
375
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i tired a sin it felt so wrong. So i went wiz and lvl 46+ wiz owns. kinda feel like marble all over.
 

Slayer1985

Mir 1.4
Veteran
Jan 20, 2014
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I’ve been moaning for weeks at this point I honestly have nothing to contribute but salt, still enjoy the game but I’m really disappointed with the design of sins, your Gona love this - give all sins re roll scroll and remove from game, or let them slowly die I guess.
 

Piff1

Legend
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Apr 17, 2015
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Yes... Let me refine elements on my weapon which cost me millions and millions of gold, for 3-4 spells that hit dog **** damage and are NEVER used when leveling.. Mean while every other class gains plenty from it.... Maybe if you made the skills half decent in more than 2-3 Maps on the whole server people wouldn't mind... Your making us wait to long .. just take a look at how many Sin's are left ingame and so many of us are thinking of re-rolling as once again it's another week with **** all changes to Sin's, still get ran through in PVP even though we're meant to be the most feared class... We're just a pathetic warrior atm,
 

Slayer1985

Mir 1.4
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Jan 20, 2014
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I was spouting all this in early January and got shot down they won’t make changes it’s time to accept it or reroll.
 

GeeDee

Dedicated Member
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Sep 16, 2011
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You can use AE for dragon repel Damage, flamesplash, puppet. Mele attacks. As for warriors AE is only useful on trash mobs and using d surge. There is no compounding with bladestorm etcso its pretty useless in holy palace and frost dungeon etc etc

Quite simply we are not going to pigeon hole sins it to mana anymore. So no sorry.

You forget that while casting all this amazing AOE spells on a sin, we die. We deal less damage than warriors d surge and just..... die......

We don't have OP defiance or the ability to stack 120+ ac or mr.

Cast Dragon repulse in full dc kit without a group....guess what? Unless it's I'm anything under desert difficulty..... We die.
 

UnluckyXIII

LOMCN Member
Jan 5, 2018
170
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You can use AE for dragon repel Damage, flamesplash, puppet. Mele attacks. As for warriors AE is only useful on trash mobs and using d surge. There is no compounding with bladestorm etcso its pretty useless in holy palace and frost dungeon etc etc

Quite simply we are not going to pigeon hole sins it to mana anymore. So no sorry.

Dragon Repulse only really has use for cashing, assisting in clearing a door and pushing stuff away from the other squishy classes, the risk (can’t pot and most dungeons have ranged) Vs. damage (relatively low) Vs. 30 second cool down (far too much for levelling) mean it’s not a viable levelling skill as it currently stands.

Flame Spash falls into the same category as Dragon Repulse, we simply can’t take the hits from lures to risk putting ourselves into a position to best utilise the skill, so it’s become a cashing skill for the most part.

I’ve discussed the issues with Puppet in the previous posts, 30 second cool down means it’s used as an escape or as a means for crowd control (also fun to lure in Banyo ^__^).

Melee attack’s, I guess this is where we can maybe see some benefit as every other hit is a melee one, I don’t think any sin has gone full element build to see if this is a viable build option and since Element don’t effect Lotus skills I can’t see people wanting to trial it as the cost in refilling and rebuilding kit for something that potentially offers no gain is a big risk.

But I don’t want to see mana make its way onto weapons either, we are already a single build with no real point in much kit customisation, I cause around the same amount of damage naked as I do in full kit, which must indicate that we are broken in some way (hence why everyone was using Pickaxes a couple of weeks ago as it made more sense than an actual Sin weapon until the animation change).

I don’t want the class to feel OP I just want it to feel at the same level as the other classes, I know some people have become hostile in regards to the class not receiving changes (and I share their frustration) but I’m wanting to work with people to try and fix the class so we don’t continue down this route and find that in another months time the Sin class is just a memory and people joke about “Do you remember when the server launched and people played Sins”.

XIII
 

Piff1

Legend
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Apr 17, 2015
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Just pisses me off they don't even give us an answer just " Slowly in the working " Aint ****ing good enough we've put 100£s into pigs and buffs just to get **** on by every other class. Gee idea was decent delete the **** class and let us have a class of our choosing... And that's still a piss take lol.
 

Slayer1985

Mir 1.4
Veteran
Jan 20, 2014
344
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Dragon Repulse only really has use for cashing, assisting in clearing a door and pushing stuff away from the other squishy classes, the risk (can’t pot and most dungeons have ranged) Vs. damage (relatively low) Vs. 30 second cool down (far too much for levelling) mean it’s not a viable levelling skill as it currently stands.

Flame Spash falls into the same category as Dragon Repulse, we simply can’t take the hits from lures to risk putting ourselves into a position to best utilise the skill, so it’s become a cashing skill for the most part.

I’ve discussed the issues with Puppet in the previous posts, 30 second cool down means it’s used as an escape or as a means for crowd control (also fun to lure in Banyo ^__^).

Melee attack’s, I guess this is where we can maybe see some benefit as every other hit is a melee one, I don’t think any sin has gone full element build to see if this is a viable build option and since Element don’t effect Lotus skills I can’t see people wanting to trial it as the cost in refilling and rebuilding kit for something that potentially offers no gain is a big risk.

But I don’t want to see mana make its way onto weapons either, we are already a single build with no real point in much kit customisation, I cause around the same amount of damage naked as I do in full kit, which must indicate that we are broken in some way (hence why everyone was using Pickaxes a couple of weeks ago as it made more sense than an actual Sin weapon until the animation change).

I don’t want the class to feel OP I just want it to feel at the same level as the other classes, I know some people have become hostile in regards to the class not receiving changes (and I share their frustration) but I’m wanting to work with people to try and fix the class so we don’t continue down this route and find that in another months time the Sin class is just a memory and people joke about “Do you remember when the server launched and people played Sins”.

XIII

this guy is is able to control his inner child and not be a salty twat like myself- listen to him.
each class has a list of cons and pros but the list for assassins cons is twice as long as the other 3.
dont take it personally my salt stems from my love of the game tbh and it’s very disheartening playing assassin.
 

IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
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Isnt a Assassin ment to kill fast (lowish hp) and get out?
 

DarkSacred

LOMCN Veteran
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May 13, 2014
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This threads starting to turn very salty and moving away from being a constructive tool for offering feedback and suggestions.


In a nut shell:

What is so broken currently about the Assassin class compared to the other three classes that make it unplayable?
 

NewUserName

Banned
Banned
Jan 6, 2018
112
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Sins in alpha were 100x better than the current version we have here.

may i ask why the changes were made to the fundamentals of the class?
 

CremeEgg82

Dedicated Member
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Feb 24, 2014
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Some history on Sins throughout official. When Wemade implemented the class the rest of their playerbase was already into their 70’s level wise, probably nearing 80. We had 2 full episodes of content dedicated to the first 3 classes, there was a status quo of sorts.

In order for anyone at all to want to play a Sin and also to allow them to catch up, Wemade made them very powerful and ditched all the traditional levels where items/weapons etc would drop, they added in twice as much kit for levelling Sins as the other classes had. Skills were able to work on higher levels so they wouldn’t just get raped by the existing playerbase while levelling.

That situation worked, the long established players and the newly born Sins were somewhat balanced. Until they caught up! Nearling the end of Prelude to War (Episode 3) when Sins had caught up and got items they became the dominant class. Many patch cycles ensued with many changes.

Episode 4 came around and subsequent patches also added more, instead of gutting Sins entirely they reworked most of the game. All skills, items, monsters, bosses, exp curve, everything received a review and most were actually changed. The Chi System was introduced and all the skills that came with it, this offered all the classes a more even playing fields and further defined each classes individuality.

The Sin has always been a difficult system to make work correctly. It is much like Death Knights and Demon Hunters in WoW, they come in incredibly strong to make them appealing against established playerbase, but eventually that overscales and you have to tone it back.

I’ve not played a Sin here, but from all the reading it feels like you’ve had a lot of the early game advantage, then a lot of the late game gutting without the benefits of the redefined balance the Koreans introduced.
 

UnluckyXIII

LOMCN Member
Jan 5, 2018
170
1
30
I think one of the bigger issues is that the early game advantage on a mid/high rate server is soon gone, Sins felt great at Lv.33 when they could smash the scrub subs easier than the other lasses, 20 levels later that advantage is long gone and the scaling starts to feel well off.

I honestly can’t say what is needed to bring balance to the class as balance is always a difficult thing to get right and I wouldn’t want to see Zircon turn into another Archons with huge buffs/nerfs every week to try and achieve this, I’m happy to have smaller changes built up over a few weeks/months... just as long as we know they are coming and stuff is getting reviewed and looked at it will please the majority of the people who play the class.

The server is actually a good server so far and a few issues aside I can see it having reasonable longevity,

Or, if all else fails just give Sins Karma at Lv.54 so we get something to look forward to and enjoy ;)