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Interbane

If assassins can glide...

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“Letting your customers set your standards is a dangerous game, because the race to the bottom is pretty easy to win. Setting your own standards--and living up to them--is a better way to profit. Not to mention a better way to make your day worth all the effort you put into it." - Seth Godin

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2 minutes ago, coolster50 said:

You just made me imagine Knights Chain Pulling Assassins out of the sky :lol:

Oh!  

I like your style. 


“Letting your customers set your standards is a dangerous game, because the race to the bottom is pretty easy to win. Setting your own standards--and living up to them--is a better way to profit. Not to mention a better way to make your day worth all the effort you put into it." - Seth Godin

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9 hours ago, Vonpenguin said:

Minotaurs have nets already. :P . I like the way you think though.

And the Minotaur Cast Net Skill was pre-announced as the Marshal rune.  

But by all means add it to the ranger, or just make any ranged CC drop Assassins like stones.  More fun for all.

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3 minutes ago, Dominate said:

And the Minotaur Cast Net Skill was pre-announced as the Marshal rune.  

But by all means add it to the ranger, or just make any ranged CC drop Assassins like stones.  More fun for all.

Yeah, make sure it's worth the risk, but fun with physics based murder is always great. Maybe give them a massive bonus if they nail someone on the way down so it becomes a game of timing.

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1 minute ago, coolwaters said:

I'm still hoping for a "pull ally" variant of this tech. Would be cool to snatch a dying friend from the jaws of certain death once in a while. Make this a support ability IMO. Lego, perhaps.

I'd prefer a point blank range move that let's them treat you like a mount for 5-10 seconds for the lego.

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Since we'll get the ability to hit specific areas of a character, i would also vote for loosing the ability to glide for a while, if severly hit in the back (wings broken).


2W1ZHpA.jpg

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The flying thing gives that class some unique siege flexibility.  Maybe duelists should be trebuchet-launchable.  Or able to burrow under Keep gates that are built on dirt.  Give minotaurs a weak "ram" ability to damage Keep gates by charging.  Give rangers a grappling hook.  Give Templars and confessors nothing.

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On 3/21/2017 at 8:51 AM, Interbane said:

The flying thing gives that class some unique siege flexibility.  Maybe duelists should be trebuchet-launchable.  Or able to burrow under Keep gates that are built on dirt.  Give minotaurs a weak "ram" ability to damage Keep gates by charging.  Give rangers a grappling hook.  Give Templars and confessors nothing.

+1 on giving every class a very unique siege ability.  

Druid's Teleport and Duelist's Burrow would be the gold standards.   Champion or Myrmidon could Ram, but if balance is relevant its use must be limited -- it opens holes for entire armies.  Ranger Grapple or Assassin Glide could work for up, but preferably not both.   After those 4, it leaves 9 more classes.   Myrmidon should keep Cast Net and it should yank people off walls, but to avoid the epic fun and instant nerf we had with GW2 players getting yanked into whole armies, we need a defense for it - maybe Dodge.   

Note such skills are probably too powerful over castles to begin with.   Either they need to be weakened, or better, made even more powerful but require multiple ATs working together.  E.g. 5 Frostweavers have to first weaken a wall before 5 Champions can breach it.   E.g. 5 Confessors can create a super tornado that pushes players onto walls.

Edited by Dominate

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On 3/20/2017 at 11:01 PM, coolwaters said:

I'm still hoping for a "pull ally" variant of this tech. Would be cool to snatch a dying friend from the jaws of certain death once in a while. Make this a support ability IMO. Lego, perhaps.

if an enemy and ally pulls someone at the same time, does the assassin get torn in half?

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On 3/21/2017 at 8:51 AM, Interbane said:

The flying thing gives that class some unique siege flexibility.  Maybe duelists should be trebuchet-launchable.  Or able to burrow under Keep gates that are built on dirt.  Give minotaurs a weak "ram" ability to damage Keep gates by charging.  Give rangers a grappling hook.  Give Templars and confessors nothing.

The Duelists "jump forward" burrowing power seems to already be able to dig past walls if the description is any indication. I like the idea that the specialist classes can have these sorts of weird things that the other archetypes don't have a comparison for.

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