Shadow Step - requires a long cool down

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Sanity

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Funny i was watching someone spam this around town and the first thing that came to mind was success rate, it's far too high lol, i don't believe it's suppose to have a high cool down but pretty sure the success rate is very low for that skill.
 

reecew

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if thats the case how come at level 2 it can fail like 3-4 times before it works if that is a high success rate then ok... people comment on seeing the spell for like a minute and have no clue cause they don't have it themselfs..... gives assassins mobility its what define's the class.
 

CraiG^

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you cant nerf the spell that defines assassins your just out to **** the class..

I like the assassin class in fact I'd go as far as saying it's the best class on the server.

This skill is great but face it, it's OP.
 

reecew

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every day there is a new nerf post and if gm's listen to everyone they will end up with a destroyed server and they listen to people like this who have no idea and dont have the spell ofcourse im going to post i have the spell.. trying to stop someone who has the spell commenting on it give over..
 

Sanity

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every day there is a new nerf post and if gm's listen to everyone they will end up with a destroyed server and they listen to people like this who have no idea and dont have the spell ofcourse im going to post i have the spell.. trying to stop someone who has the spell commenting on it give over..

Maybe it's people who have a good idea on how the spells works unlike you who has no idea and is only trying to keep his class from being nerfed.

This thread is only to bring it to Sam/BH attention, am sure they will test and decide if it's working as intended, and not go from what people are suggesting on here.
 

Tai

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every day there is a new nerf post and if gm's listen to everyone they will end up with a destroyed server and they listen to people like this who have no idea and dont have the spell ofcourse im going to post i have the spell.. trying to stop someone who has the spell commenting on it give over..

You've said your piece, now jumping at everyone who disagrees with you only makes you look a tit.
 

Lilcooldoode

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Yes
My suggestion would be to increase success rate but use a chain cooldown

First teleport - 3 second
Second teleport - 4 second
Third teleport - 5 second

Just an example doesnt need to be those exact numbers. For the record I never liked the idea of geo teleport even on mir3
 

d1craig

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I like ego because it's just an escape. With a melee class it's a distance closer and it makes it easy to drop ranged classes.
 

CraiG^

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every day there is a new nerf post and if gm's listen to everyone they will end up with a destroyed server and they listen to people like this who have no idea and dont have the spell ofcourse im going to post i have the spell.. trying to stop someone who has the spell commenting on it give over..

Sanity summed up my reply to this with this post :

Sanity said:
Maybe it's people who have a good idea on how the spells works unlike you who has no idea and is only trying to keep his class from being nerfed.

This thread is only to bring it to Sam/BH attention, am sure they will test and decide if it's working as intended, and not go from what people are suggesting on here.

Although LCD's suggestion is a really good idea, it seem's fair.

My suggestion would be to increase success rate but use a chain cooldown

First teleport - 3 second
Second teleport - 4 second
Third teleport - 5 second

Just an example doesnt need to be those exact numbers. For the record I never liked the idea of geo teleport even on mir3
 

Koriban

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lcd's suggestion seems the most logical. At least this way there's some counter-play to the spell, they cannot just spam it over and over as the cooldown will keep increasing for each successive cast.

Alternatively, you could give the spell a serious mana cost. This would either force sins to guzzle their mp pots to keep it going, or stop spamming it.
 

Mystickiller

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lcd's suggestion seems the most logical. At least this way there's some counter-play to the spell, they cannot just spam it over and over as the cooldown will keep increasing for each successive cast.

Alternatively, you could give the spell a serious mana cost. This would either force sins to guzzle their mp pots to keep it going, or stop spamming it.

Already has a high mana comsumption rate. If I want to realisticly use SS to run around it's going to require me to carry 70-80 MP L leaving me with MAYBE 60-70HP.
 

lancelot1

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Funny i was watching someone spam this around town and the first thing that came to mind was success rate, it's far too high lol, i don't believe it's suppose to have a high cool down but pretty sure the success rate is very low for that skill.
This, exactly.

It doesn't need a high cooldown (3-4 secs or your idea of a scaling CD), but it does need to fail much more often at ranks 0/1/2 and about 10% of the time at 3, like Mir 3 GeoManip.
 

Mystickiller

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This, exactly.

It doesn't need a high cooldown (3-4 secs or your idea of a scaling CD), but it does need to fail much more often at ranks 0/1/2 and about 10% of the time at 3, like Mir 3 GeoManip.

It already does fail alot at lv2. Afaik there are no sins ingame with Lv1. At level 2 it has a lower chance of working than decoy and is actually affected by flinch of mobs.

If people think SS is a saving grace and low mana cost they obviously have no idea. You also cant count on it to get you out of a sticky situation as if your getting hit it has a significant chance of failing. There's a 3 second cd on it so if a war and sin are hitting you and your hoping its gonna stop you from getting killed. Well you should flip a coin and the chances of it working are the same of the coin landing on its side and standing straight up.

Level 3 isn't 100% as level 3 decoy isnt 100% its also affected by flinch witch would be the X factor.

Lv0 20-30% chance lv1 45-50% chance lv2 65-70% chance and lv3 im assuming will be 75-85% chance.

These skills weren't added without any thought and just because your class doesn't have an escape doesnt make it OP. Why not add a 5-10 second CD for dash as it negates all damage if dashing as the spell effect hits? Why not make decoy have a 2 second delay. These are all arguments I'd like to make but will never be changed.