Infiltrator Report
Spec Line Issues
Envenom:
-Little sustainability in large fights. It would be nice to have poisoned blades as your group tackles its 5th target a minute into a fight. A mechanism for sustained poison use (aside from carrying multiple prepoisoned weapons around) would be appreciated.
Tabled - need specifics
-There is no visual system to denote what poison is on a blade. Delving is tedious and does not display the poison on artifacts which fill the entire delve box with effects.
-A poison pouch similar to an archer quiver would help free up assassin inventory space
Under Discussion
Critical Strikes:
-General breakdown of hidden strikes. See style issues.
-Lacks utility in training. Our other advanced style line, dual wield, grants styles and an increased chance to swing the offhand as it is trained higher. Critical Strike grants only styles, which include hidden strikes. With hidden strikes underperforming, dual wield is found to generally outperform the assassin’s signature style line.
Tabled - specifics
-The style line could use a general overhaul. Problems include redundant/outgrown styles, lack of a rear positional style, and a 4 style evade reactionary chain. Garrote, Achilles Heel, Hamstring, and Creeping Death are fine, but the other styles in the line could use a tweak of one form or another.
No plans to change the line at this time - Design Decision
Dual Wield:
-Rangers and Nightshades now reap the benefits of the Celtic Dual redesign (IE stun on icestorm) while Infiltrators do not reap the benefits of the Dual Wield redesign (IE increased bleed on dual shadows)
Need specifics, more details
Style Issues
Perforate Artery and Backstab
-Damage is simply lacking. A good PA can still pack a punch, but mediocre PAs are far more likely, and bad PAs are as common as the good ones. Currently, an application of greater enervating poison is comparable in damage to a PA on many buffed targets.
No plans to change this at this time - Design Decision
-Brittle Guards stop PA. PA cuts through casted bladeturn, but not these living extra blade turns.
No plans to change this at this time - Design Decision
Dragonfang
-A 5 second stun on a level 50 style does not match the long duration stuns on other high level styles. Diamondback, a level 25 pierce style, is nearly the same style and is more appropriately placed on the style line.
No plans to change this at this time - Design Decision
Ripper
-Styles that are 4th in a chain are incredibly difficult to land. 4 style chains should be broken up.
Under Discussion
Realm Ability Issues
Assassinate:
-Damage shields and reactive procs unstealth the assassin, negating the RA entirely.
Being investigated.
-If the user does not manually put away his weapons, being in combat mode sometimes unstealths the user before he can deliver his second strike.
Under Discussion
Vanish:
-Vanish 2 is an insufficient upgrade from Vanish 1 on the way to Vanish 3. The point per return value is lacking, and it fails to provide much greater escape potential than Vanish 1
Tabled - needs new argument , new information
-The flat out 30 second disarm timer between all 3 vanishes make the RA very group unfriendly and leaves the assassin pretty much at the mercy of anyone who uncovers him during this period
Tabled - needs new argument or new information
Viper:
-Too limited in scope since it only affects the dot line of poisons. Something that affects all poisons or all single target dots would be preferable.
No changes planned - Design decision.
Master Level Issues
Spymaster
Essence Flare
-30 minute reuse timer is the longest reuse timer of any ML and one of the few 30 minute reuse timers still in the game
Under Discussion
Lookout
-Largely ineffective in protecting visible groupmates since sitting down makes them crit shot fodder.
-Prescience node offers better assassin protection than lookout and is generally available on classes that need to sit and med.
Need more specifics, more information
Siege Wrecker and Other Mines
-There appears to be some weird phenomena where siege wrecker and other mines simply disappear without damaging anything. Most often observed if the mine is placed near a door.
Being investigated.
Battlemaster
Faultfinder
-Damage was toned down too much and could be increased a little
Under Discussion
New Issues
Mastery of Stealth
-While fine at lower levels, characters with MoS 5 (and to a lesser degree MoS 4) effectively become mobile no stealth zones to which there is no defense.
Tabled - needs new argument or new information
Assassin NPCs
-There are many player controlled anti-stealth measures available at keeps. NPC anti-stealth measures are excessive. They are also the only NPCs that seem designed specifically to counter a class at a siege.
Tabled - need specifics, details
Climbpoints
-The keeps in new frontiers are bigger than before yet they have fewer climb points.
-There are no climbpoints on towers on central keeps (which may incorporate other measures to keep stealthers out of the lord room).
-Climb points are not well marked for recognition.
-Climbing through murder holes is problematic in lag.
-Climbing period is problematic in heavy lag.
All climb issues being investigated.
Item Problems
-Is it possible for the golden scarab vest to auto activate its resist buff after a char zones or dies?
No plans to do that - Design Decision
Other Issues
· Buff bots being practically a necessity to play
Tabled - new information, new argument
· Dual Wield halving evade
No plans to change this - Design Decision
. DD storms creating no stealth zones
No plans to change this - Design Decision
· Disease vs. spread heal dynamics
Tabled - need specifics
· Having Purge not break stealth would be a boon to the class.
No plans to change this - Design Decision
· Decoy believability would benefit from random name generation and red name labeling
Under Investigation
· No warning to keep stealthers from attacking bodyguarded individuals
No plans to change this - Design Decision
· The 10 second disarm timer on poisonspike should be marked with an icon
Under Investigation
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Quick code to the types of response.
Yes.
-Self explanatory, we get what was asked for. We don't have any yes's this report.
Under investigation/discussion or needs more info (without being tabled).
-Mythic is taking a look at it. It might become a yes it might become a no.
Tabled.
-No for now and in most cases unless new arguments or data is brought to bear this is probably going to remaina no in the future as well
No
-What we do not want to hear. Issue is dead for a 6 month period and most likely will remain so beyond that time.
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