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Assassin / Shadow Top 3 Answers


EricMusco

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Hey folks,

 

Here are your top 3 questions, back from the combat team.

 

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Madness in PvP

 

The Madness Assassin has been grossly revamped from its original state pre-xpac, which in turn has caused many players to become repulsed by its current playstyle. Due to the changes, Madness also suffered a dramatic hit in PvP, losing access to its Insta-Whirlwind utility and the loss of Maul procs which also goes to hurt its burst potential. In addition, the spec suffers from being far too easy to kill (having no true stealth benefits) with no real execution power to actually down targets beyond fluff damage, therefore making it seemingly a useless fighter on the field in comparison to what other classes / specs can do.

 

With no team utility, lack of kill power and absurdly low survivability, what exactly is the purpose of a Madness Assassin on the battlefield? Are there any plans to alter or change the viability of the spec in PvP?

 

 

 

The purpose of the Madness/Balance Assassin/Shadow on the field of battle is to put a great deal of pressure on the enemy by dealing a large amount of sustained damage. If left unchecked, a Madness/Balance Assassin/Shadow should be able to devastate enemy forces with their high damage output. We know that the relatively low sustained damage output of the Madness/Balance Assassin/Shadow has prevented players from adequately fulfilling this role, and we do have plans to alter the viability of Madness/Balance Assassins/Shadows in PvP. We are currently working to improve their performance in the 2.8 update. You can read up on and discuss the latest information regarding these improvements in our
.

 

 

 

At the time of this writing, here are the current 2.8 changes that affect Madness/Balance Assassins/Shadows:

 

 

 

Assassin/Shadow

 

General

 

  • Assassin’s/Shadow’s Training now additionally reduces the activation time of Whirlwind/Force Lift by 1 second.

  • Mass Mind Control will now taunt NPC’s while Dark Charge/Combat Technique is active and reduce threat when Dark Charge/Combat Technique is not active.

  • Lightning Charge/Force Technique, Surging Charge/Shadow Technique, and Dark Charge/Combat Technique no longer require 100 Force to activate but do consume all available Force when activated.

 

 

Madness/Balance

 

  • Haunted Dreams/Containment now lowers the activation time of Whirlwind/Force Lift by 0.5/1.0 second(s) while Lightning Charge/Force Technique is active (up from 0.25/0.5 seconds).

  • Shapeless Spirit/Mental Defense now causes Mass Mind Control to grant a 15/30% reduction in damage taken by the Assassin/Shadow for 6 seconds, along with its other effects.

  • Raze/Force Strike now has a 100% chance to activate on melee attacks (up from 60%).

  • Bloodletting/Crush Spirit now grants a 15/30% chance for damaging periodic effects to trigger Bloodletting/Crush Spirit, which finishes the active cooldown on Assassinate/Spinning Strike and makes your next Assassinate/Spinning Strike usable on a target at any health level. This effect can only occur once every 10 seconds.

  • Creeping Terror/Sever Force now deals slightly more damage.

  • Discharge/Force Breach deals slightly more damage while Lightning Charge/Force Technique is active.

  • Lightning Burns/Rippling Force now also has a 50/100% chance to trigger from Creeping Terror/Sever Force damage.

  • Lingering Nightmares/Mind Warp now increases the damage dealt by Crushing Darkness/Mind Crush by 16.5/33% instead of increasing the duration of its periodic effect.

 

 

 

 

Please remember that the notes above are still subject to change as we continue to develop the 2.8 update.

 

 

PvE Assassin's Capability

 

Both DPS specs of the Assassin: Deception and Madness currently suffer from their own unique hindrances that puts us behind on the DPS markers by a fair amount.

 

Whilst Deception may be performing alright in PvP, its PvE mirror isn't exactly optimal, suffering from high fluctuations spawned by RNG elements such as the ability to land critical hits which may make or break Deception's DPS output or the current rate limit's incarnation. Due to its dependency on high surge talents or its random force regeneration mechanics, the spec can perform great when the stars align but when they don't - it severely falls behind.

 

Then Madness' target switching capability seems lacking whilst the rotation itself feels clunky, as if something is missing. It is the only spec that does not utilize the signature ability Maul and generally feels starved for force within its Thrash-spamming rotation. The top-end Madness ceiling feels low, relative to the balance norm, and looking at top damage dealers seen here or here on the Operations dummy and on a large number of boss fights confirms this. A burst filler such as Maul, Force Lightning, Shock or even a proc that triggers Assassinate could help to solve the missing link and raise the DPS ceiling in line with similar classes.

 

The stated intent of all DPS classes is to perform within the 5% bracket. Do you actually feel Assassins are performing up to par in that design intentl? Are there any plans to help us out in this area?

 

 

 

We do not believe that Assassins/Shadows are currently capable of dealing competitive sustained damage for endgame PvE content, and that is one of the things we are aiming to fix with the 2.8 update. The answer to the PvP question above contains a list of many potential changes to the Madness/Balance Assassin/Shadow that increase sustained damage. Our goal is to make Madness/Balance Assassins/Shadows a viable choice for picky Nightmare Operation group leaders once the 2.8 update goes live.

 

 

 

Deception/Infiltration Assassins/Shadows already do quite well in PvP, even with their uncompetitive sustained damage output. Their skill tree provides them with very effective burst damage, and at this time we have no plans to boost their sustained damage for fear of creating unstoppable killing machines in PvP. In the more distant future, we might diminish some of Deception’s/Infiltration’s burst damage output in exchange for more sustained damage output, but we cannot currently provide a timeframe for any potential changes.

 

 

The Phase Walk Enigma

 

While Phase Walk finds a solid use in PvP or even for the Assassin Tank in PvE, the PvE DPS variants of the Assassin have practically no use for the ability. Outside a random escape or perhaps a near impractical situation, is it safe to argue this ability was solely formed for the tank or geared specifically for the Assassin’s PvP arsenal?

 

If so, are there any planned changes to make it more viable for the PvE DPS Assassin?

 

 

 

It is safe to assume Phase Walk was primarily designed for PvP, but that does not mean you could not lay it down where you know you might later need to be in certain encounters to save yourself a Force Speed cooldown and move to that location faster. We already have some distant plans to improve Phase Walk for damage dealing Assassins/Shadows in PvE (but we cannot let that cat out of the bag just yet), and we will also consider additional improvements to Phase Walk as well. We welcome your ideas in this regard, and we look forward to reading them in your replies.

 

 

 

-eric

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As far as deception goes, kind of what I was expecting. Not what I wanted to hear.

Everyone will be playing Madness now anyway, no sin in his right sense of mind will even bother with Deception..

 

Anyways, thanks for finally answering.

Edited by Evolixe
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In response to the questions answered:

 

Question 1.

 

You had already secretly answered this with the PTS changes so there's not much of a surprise. I believe this is moving in a good direction and the changes to Madness / Balance are ranked very highly in my book.

 

Question 2.

 

Madness is getting some much needed love but you've completely neglected that Deception does not need this nonsensical buff/nerf change. I believe that is an extremely lazy fix and you are capable of better. A thread like this simulates a better change with minimal impact on PvP. I should also mention it is contradictory you'd say you don't want to give a burst class more sustained damage in PvP when you've changed the Pyro PT into exactly what you preach against.

 

Question 3.

 

The ideas for the Phase Walk are on the PTS forums. It needs to be instant cast. This cannot be beyond your capability. As others have pointed out, a simple 3% increase to damage to the caster whilst it is active will help PvE DPS variants out.

 

 

This thread should have been in the Assassin forums as it was our turn to ask questions.

Edited by Xinika
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As far as deception goes, kind of what I was expecting. Not what I wanted to hear.

Everyone will be playing Madness now anyway, no sin in his right sense of mind will even bother with Deception..

 

Anyways, thanks for finally answering.

 

I might be wrong but isnt deception better than madness on like 5/10 fights for df/dp? Even with 2.8 buffs to madness. Im thinking draxus, brontos, corruptor z, bestia, maybe tyrans. And possibly council, even if for only 30% aor dr. Just asking?

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Deception/Infiltration Assassins/Shadows already do quite well in PvP, even with their uncompetitive sustained damage output. Their skill tree provides them with very effective burst damage, and at this time we have no plans to boost their sustained damage for fear of creating unstoppable killing machines in PvP. In the more distant future, we might diminish some of Deception’s/Infiltration’s burst damage output in exchange for more sustained damage output, but we cannot currently provide a timeframe for any potential changes.

 

Ok, I get that and actually agree. Now why are you buffing the sustained damage on Pyrotech PTs again? "Their skill tree provides them with very effective burst damage" yet you have plans to boost their sustained damage with no fear of creating unstoppable killing machines in PvP for some reason?

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Ok, I get that and actually agree. Now why are you buffing the sustained damage on Pyrotech PTs again? "Their skill tree provides them with very effective burst damage" yet you have plans to boost their sustained damage with no fear of creating unstoppable killing machines in PvP for some reason?

 

While i agree pt changes a little much. Hopefully toned down abit before live. But changes are completely counter able via cleanse/shroud/evasion. So until they make pt's dots not cleanseable. Not a huge pvp change.

 

Deception doesn't have dot damage they can simply increase for pve sustained damage. So i leave that theory crafting to much more qualified people.

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While i agree pt changes a little much. Hopefully toned down abit before live. But changes are completely counter able via cleanse/shroud/evasion. So until they make pt's dots not cleanseable. Not a huge pvp change.

 

Deception doesn't have dot damage they can simply increase for pve sustained damage. So i leave that theory crafting to much more qualified people.

 

Sorc healers are still sad.

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I've only ever played as a Shadow Tank, but I can most definitely understand the frustrations around Phase Walk. The ability does seem lackluster, and quite honestly, the healing buff in the Kinetic Combat (Tank) tree is miniscule, especially when healers are forced to remain in a very confined space to benefit from its effects. Anyway, I'm not much of a theorycrafter, but here are a few ideas I wanted to throw out there. I should also mention that these ideas are meant to be picked and chosen, not necessarily all rolled up into one.

 

Kinetic Combat Phase Walk

 

 

  • Expand the radius of Shadow Shelter.
  • Increase Shadow Shelter's healing buff.
  • Add a defense buff (at least to mitigate AoE damage) to players standing in Shadow Shelter's Phase Walk.
  • Clense/Purge all hostile effects/debuffs at set intervals to players who are standing in Shadow Shelter's Phase Walk.
  • Increase the Shadow's defense/shield/absorb ratings for every player standing in Shadow Shelter's Phase Walk.

 

 

Infiltrate/Balance Phase Walk

 

 

  • Eliminate CD upon use (to increase mobility).
  • Activation of Phase Walk Purges and Exits combat (Force Cloak and Resilience wrapped up into one ability).
  • Expand radius to Slow, DoT, or Stun Targets who pass through Phase Walk.
  • Expand radius to apply a debuff for receiving increased X amount of damage to Targets who pass through. Could be restricted to Targets who remain within Phase Walk's radius, or applies a Y amount of time debuff for simply passing through.
  • Activation of Phase Walk gives Shadow a damage and/or defense buff.
  • Shadow can place two Phase Walks, where a Target(s) are instantly teleported from a Sender to a Receiver (I imagine it as a dynamic Force Pull). Offensively, could be used to teleport Targets to less-than-strategic positions, like fire pits. Defensively, it can be used to teleport teammates to strategic positions or used as an instant escape. In this case, Phase Walk would have 3 charges, where every player and/or use eliminates a charge. Meaning, a group of three players can be teleported at once, or a single player can teleport up to three times.
     
     
    All food for thought.

Edited by halosavior
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They didn't touch on the bonus thoughts this time around. Though I hope they were acknowledged (at least internally). :3

 

That being said, the answers were pretty much what I expected, and I do hope that deception can be fixed, and still be competitive in pvp. At this point though, it pretty much looks like that pve = madness, pvp = deception.

 

Also, if the PTs do end up parsing higher than madness, I can't see people still wanting a madness assassin in their raid group. That is to say "hydraulic override" and heavy armour, among other things, would be the better choice in having more uptime as a dps dotter.

Edited by MasterFeign
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I don't understand why you won't fix Infiltration / Deception. You manage to fix the Scoundrel / operative with good burst and awesome substained dps - you should be abel to fix it for the Shadow / Assassin as well.

 

I love the new changes with Balance / Madness, but I want to play Infil. / Decep. which I find 10 times more fun :)

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I don't understand why you won't fix Infiltration / Deception. You manage to fix the Scoundrel / operative with good burst and awesome substained dps - you should be abel to fix it for the Shadow / Assassin as well.

 

I love the new changes with Balance / Madness, but I want to play Infil. / Decep. which I find 10 times more fun :)

 

I have to agree the changes to madness are good and i love them, but i would still prefer to play deception, but atleast i can play my sin in all aspects of the game now and be efficient. I think something simple like a minor bleed dot, from maul (cleansable) and maybe a minor dot from discharge also cleansable would go along way and not hurt PVP overly much.

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With all of these continuous damage buffs, is no one else concerned about the role of the Shadow Tank, and tanks in general for that matter? I'm seeing a lot of people, dedicated raid and PvP Tanks, drift back to hybrid builds because the added damage is just that good with only a negligible change in survivability. I'm noticing it a lot on the shadow, but I'm hearing it from Guardians and Vanguards as well.
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With all of these continuous damage buffs, is no one else concerned about the role of the Shadow Tank, and tanks in general for that matter? I'm seeing a lot of people, dedicated raid and PvP Tanks, drift back to hybrid builds because the added damage is just that good with only a negligible change in survivability. I'm noticing it a lot on the shadow, but I'm hearing it from Guardians and Vanguards as well.

 

I've always enjoyed the darkness playstyle, and I've played around with pvp tanking gear, the damage vs. survivability is so useless that it's much easier and better to go with full power/surge. I end up getting 10% less survivability, with 3x the amount of damage (thereabouts).

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I'd like to kindly ask the devs to read even just the OP in this thread, which does an amazing job of simulating a fight for an Infiltration Shadow, and goes on to make some very, very good suggestions that, in the end, hardly affect pvp, and provide a sizable increase to sustained damage in pve. There are multiple sets of very good suggestions that have been proposed, and a lot of time and discussion has gone into refining the proposed changes. The amount of work the OP and the community put into it isn't trivial, and I feel like it deserves at least a read.
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I might be wrong but isnt deception better than madness on like 5/10 fights for df/dp? Even with 2.8 buffs to madness. Im thinking draxus, brontos, corruptor z, bestia, maybe tyrans. And possibly council, even if for only 30% aor dr. Just asking?

 

So in my experience, Balance will be perfect for every fight in DP. As of right now I use Infiltration more in DF (4/5) but with these changes I would most likely make that only 1/5, that fight being Draxus. So yes, overall, Infiltration is losing it's appeal, but it by no means is completely useless.

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I'd like to kindly ask the devs to read even just the OP in this thread, which does an amazing job of simulating a fight for an Infiltration Shadow, and goes on to make some very, very good suggestions that, in the end, hardly affect pvp, and provide a sizable increase to sustained damage in pve. There are multiple sets of very good suggestions that have been proposed, and a lot of time and discussion has gone into refining the proposed changes. The amount of work the OP and the community put into it isn't trivial, and I feel like it deserves at least a read.

 

Didn't you read eric's wonderful answers? We can give juggs the most OP move in the game, we can increase the dps on the PTs burstiest tree, but god forbid we lower the cost of voltic slash (aka a double slash with procs-great brainstorming for a top tier ability btw guys) by 2; no that would make them unstoppable PvP killing machines. They have to nerf our burst first. Yeah, they have to stop us from being PvP killing machines, because PvP is always the first thing on their mind when they make these changes. Like the time they nerfed madness into the ground in 2.0. Madness assassins were the BIGGEST PvP killing machine ever then. I remember everyone on fleet desperately searching for madness assassins to join their ranked team on fleet. Thank god they caught that though. Or the time they removed 8v8 ranked. Yeah because that's what everyone in ever chat and forum was begging for. Oh and the time they buffed PTs in 2.4 making the AP ion the new black. And recently buffing and re-nerfing concealment. And of course we can't forget that wonder ED buff that juggs got.

 

It's like PvP is the only thing on their minds when they make these changes.

Edited by sithBracer
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Didn't you read eric's wonderful answers? We can give juggs the most OP move in the game, we can increase the dps on the PTs burstiest tree, but god forbid we lower the cost of voltic slash (aka a double slash with procs-great brainstorming for a top tier moves btw guys) by 2; no that would make them unstoppable PvP killing machines. They have to nerf our burst first.

 

The Voltaic Slash changes are not even in the final suggestion in the thread. And I'm not bringing their past work into question, just asking that they look at this before they dismiss working on Infiltration until 3.0. These changes could probably fairly easily be added and verified by 2.9, and I hope they consider doing so, as it would please a large portion of the Shadow/Assassin community.

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Didn't you read eric's wonderful answers? We can give juggs the most OP move in the game, we can increase the dps on the PTs burstiest tree, but god forbid we lower the cost of voltic slash (aka a double slash with procs-great brainstorming for a top tier ability btw guys) by 2; no that would make them unstoppable PvP killing machines. They have to nerf our burst first. Yeah, they have to stop us from being PvP killing machines, because PvP is always the first thing on their mind when they make these changes. Like the time they nerfed madness into the ground in 2.0. Madness assassins were the BIGGEST PvP killing machine ever then. I remember everyone on fleet desperately searching for madness assassins to join their ranked team on fleet. Thank god they caught that though. Or the time they removed 8v8 ranked. Yeah because that's what everyone in ever chat and forum was begging for. Oh and the time they buffed PTs in 2.4 making the AP ion the new black. And recently buffing and re-nerfing concealment. And of course we can't forget that wonder ED buff that juggs got.

 

It's like PvP is the only thing on their minds when they make these changes.

 

This is cute.

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I'd like to kindly ask the devs to read even just the OP in this thread, which does an amazing job of simulating a fight for an Infiltration Shadow, and goes on to make some very, very good suggestions that, in the end, hardly affect pvp, and provide a sizable increase to sustained damage in pve. There are multiple sets of very good suggestions that have been proposed, and a lot of time and discussion has gone into refining the proposed changes. The amount of work the OP and the community put into it isn't trivial, and I feel like it deserves at least a read.

 

I second this.

 

And with all the experience that I have in PvP I very much doubt a 100% proc chance on maul would make us that much more threatening to the point where we just need a big nerf.

 

No, what the OP in that thread suggests are GOOD changes. They will not affect the core of PvP, or at least not by an amount that would end up alarming. The OP intentionally swayed away from affecting burst and has done a wonderful job at that. Creating more stability and reliability in a spec that it so desparately needed.

 

I sure hope it'll be picked up, but I have my sincere doubts given Biowares history of making changes.

Please prove me wrong.

 

//Evo

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