"This loyal pet keeps you safe thanks to its incredibly sensitive hearing and an ability to sniff out even the stealthiest of enemy Assassins! With one of these faithful (and cute!) pets by your side, you'll never have to worry about others getting the jump on you."
https://secure.ncsoft.com/cgi-bin/Store.pl?dnv=9232129222&action=viewItem&item_id=235
Radar hacking is banned.
So is RMT.
But its ok to RMT a radar hack from NCsoft.
No moral contradictions there at all.
Is this a joke?
The class is already broken,we don't need this.
After 1.9,the Assassins became a watered-down perma-duel wield glads with no unwavering devotion, no ankle snare, no AOE skills, no polearms, sub-par health, evasion that everyone can hit, no block, no parry, no personal defense, and counter skills that every other class has to wtf-kite them to death or activate an iWin button.
We can't pvp in the abyss,the aerial combat is so broken that is not even funny,you can be INSIDE the other player,and you will get spammed with "you are too far away" message.
History of Assassin nerfs:
The history of the sin nerfs begins long before it hit our shores. I have played since chinese beta, and have compiled a list of the major nerfs that have hit Assassins. Please bear in mind, this is simply the list of nerfs, not a list of the issues. As their are far more issues with this class, and those are more of a matter of opinion, these are just straight facts and the history of the assassins nerfs via updates.
1 - [PvP Damage Shield]
First was the nerf to PvP damage, From 25% Increased to 45%. This was needed overall. However this indirectly nerfed our ability to use surprise attack right out of stealth and gain a lead in HP. Our initial burst was nerfed here indirectly. As a class that gains its advantage through an opening burst, this was a huge hit in 1.0
2 - [Dual-Wield Attack Speed Stacking]
Next was the nerf to our dual-wield attack speed. The greatest part of duel wielding weapons was the ability to get double attack speed weapons. So we basically always had flurry on, Now we have to rely on flurry. At endgame its absolutely essential to our burst.
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3 - [Offhand Godstone Proc Rate]
After this, our godstone proc rate was nerfed. Our offhand weapons had their proc rate reduced to 1/4 of what it normally is. Again, hitting our offhand and making it even more useless.
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4 - [Crit Damage Multiplier]
Next was the nerf to 1 handed weapon damage. This was also an indirect nerf, Dual Wield Gladiators and Templars were doing far too much damage at the time, and in an effort to quell their damage, the 1 handed weapon damage crit multiplier was reduced from 3.0x --> 2.2x. This was another large hit to our damage. Meanwhile, 2-handers had their crit multiplier increased, combined with armsfusion, and the ability to stun with crits, this made assassins far less powerful again.
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5 - [Advanced Stigmas]
Just looking at the advanced stigma trees, Sin have by far the worst advanced stigmas. And in 2.0 It only increases this issue. One of our entire tree's now relies on poison. This very poison cannot be stacked with the poison it forces us to take to even get the last ability in the tree.....which requires us to use our first poison. And they don't stack.
This problem doesn't stop in that tree alone. It simply escalates in the other tree. With endgame gear, our explodes have a hard time going off. And that stigma tree is solely based on magic boost, and magic accuracy, stats we don't use.
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6 - [Poison Nerf]
Poison effectively lost its ability to prevent players from taking flight. This helped us force a ground fight if we caught the player already on the ground. Now they can simply fly away with it.
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7 - [Aethertwisting Nerf]
Aethertwisting was doubled in its cooldown, making us more vulnerable to spell casters.
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8 - [Endgame Items Released, Evasion Flaw]
When endgame gear was implemented, for example. PvP gear, and Miragents, It leaves assassins at 0% chance to dodge an attack. Even stacking full evasion manastones, we can only get to 10% Evasion, 1/3 of the evasion cap.
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9 - [Remove Shock]
This was the death of our class,with the above mentioned issue of evasion, our only method of survival was keeping a target stun locked so that we don't take any direct hits. Now that we have lost this ability, we take full hits, and cannot avoid them through any method aside from focused evasion. Stun's allowed us to bypass the major issue of our evasion not scaling properly.
10 - [Armsfusion]
This effectively left out only the sin class. Took away the only advantage we had for duel wielding, extra stats and manastone slots. On top of that, players were able to mass craft extended + attack speed weapons. Or even worse, Extended Attack Speed PvP Damage weapons. Meanwhile we are stuck with 1 of 2. This also gave other classes 20% Extra damage, meaning we die much quicker, in addition to evasion not working, and remove shock in place.
I just don't get it,with classes so OP as the Rangers and Gladiators,why keep nerfing the Sins?
Comments
If the devs are looking at just the data and not the actual mechanics, the numbers would skew because the number one class for twink gankers is assassin.
There are more ranger twinks.
BTW,rifting got nerfed in 2.0.
80% damage reduction in eltnen/morheim for rifters and 40% in Heiron/Beluslan. (pvp forum in aionforum is so funny right now)
Thinking about coming back now, because rifting was one of the biggest turn offs for me about this game. Nothing like getting ganked by 10 people 15+ levels higher then you. I bet there are a ton of 12 year old boys nerdraging that they can no longer noob gank.
I was concidering about coming back to try 2.0 on my assassin, but as I see now there's no point.
And I'm really not going to level my cleric to cap, the 1st char was horrible enough (and there's no point in coming to tell me they have made levelling easier, it's as pleasant as walking on the glass anyway...).
4 people from my friends group and at least 15 from my old legion have come back to the game thanks to rifting fix.
Great job NC. Fortunatelly they understand that the ones that stayed were just ganking twink kids and they prefered to retrieve some of their community back. It's bringing back fruits because everyone agrees there are more people playing after 2.0
Everything the OP states is true. Because of some well geared Sins in Korea every Sin was nerfed to the ground.
The whole design of the class is flawed, magical accuracy needed for a mele class?? i wonder who thought of that idiotic design.
FYI, the new detecting pets do NOT detect through Hide I or Hide II. I and a few others have tested this many times. I had a ranger friend literally standing on top of me in Hide I over 20 times and it did not detect/alarm. Once he came out of hide it went off. The pets only detect players that are within about a 50m range and not in any form of Hide.
Well, that was already discussed and it's a matter of common sense really.
The OP just didnt have time to verify this before posting...
Thats fine but I did not see anything here that clearly stated that they did not detect through Hide and that it was tested and proven. The problem is if you read the verbage of those 2 pets it sounds like they do. Since I took a lot of time testing them out with multiple people I felt it was worthwhile to report the results of that in this thread since it is information I personally have.
Damn you guys for making me spend 40 more dollars! I'm excited to get back. Glad to hear rifting got boned, and I guess I won't play sin (which is what I wanted to play =/)
Welcome back!
This reminds me of what happened to the Witch Elf of WAR AoR... Serial killer classes always get nerfed! Once again history repeats itself!
Erm yeah.
A single class attacking from undetectable hide2 with perma stunlock, magical resistance and permanent movement/attack speed buffs - I wonder why it was nerfed?
Damn all those complaining people who had a problem with paying a monthly fee to act like cannonfodder NPC's.
Guess what: NCSoft is smart enough to know that ganksins wont pay the bills
Just wait: Sorc adjustments incoming
We dont need casuals in our games!!! Errm... Well we DO need casuals to fund and populate our games - But the games should be all about "hardcore" because: We dont need casuals in our games!!!
(repeat ad infinitum)
Ranger where always more OP.
Sins still had issues in flight combat,when Rangers are god in the abyss.
And in the ground they can kite almost everyclass with that jumpshooting bug that ncsoft "fixed" in 2.0 (they can still jumpshoot to avoid animations,it's just a bit more difficult).
Hell,a lvl 50 Ranger with Miragent bow +10 is ten times more OP than the korean Sins,they can just 2 or 1 shot everyone with no pvp armos.
Yeah,sorc adjustments
http://www.youtube.com/watch?v=JNB8XIOXAd8
Right now,i would say that 30% of the players in aion are Rangers.
Oh,and don't get me started about glads
http://www.youtube.com/watch?v=S1U8vtl_lkM
Aion class balance sucks,that is a fact.
Do you know that Sins have to run Theo Labs 100 times to see the Sword drop,just to lose the roll against a Templar?
Do you know Sins need 2 extendable weapons (only dropped by instance of 2/3 hours) to get the extendeable effect? Glads need only 1 spear to get the effect,and it's the only class that use that weapon.
So,Sins need 2 extendable weapons,but they can't armfuse 1 handed weapons,so,they have to choose between extendable efect or the pvp bonus,while glads can armfuse an extendable spear with a pvp damage spear.
There are so many issues that will never get fixed,and it's a shame,because Aion is a great game.
Well said.
There are various issues with every game. There will never be an issue-free MMO. That being said, class balance is always up in the air. Some games get closer to balance, some don't. However, between the two green lines what I see are complaints about drop-rates and item mechanics, not actually class specific mechanics.
Class mechanics got nerfed, why bring up drop-rates and the issues you go through to gear up? Completely unrelated to the issues brought up in the thread. You can't complain about class mechanics and only give examples of loot issues, because the pains of gearing up are never related to class balance. Different issues altogether.
I still agree, tho.
Rifting was one of the funner things about AION in IMO.. They already nerfed rifting enough by makeing only 1 - 2 random rifts avaliable for high lvls, but now this?? I guess i never had a problem with being ganked by higher lvl's tho because i played at launch and usually was at around the normal lvl range as everyone else when i rifted.. All i know is some of my best pvp moments were spenting rifting with my legion the first week of AION's launch... Ugh.... If only that fun would've lasted from lvls 30-50... If only miragents didn't exist >.>
Currently Playing:
Rift + Starcraft II + Gears Of War 3 Beta
Most of the people rifting through the lower level zones were your level most of the time, just extremely twinked. That's where the complaints come in. It wasn't high levels faceraping you, it was people around your level faceraping you as bad, or worse than a higher level player.
Yeah a mid 30's sin twink was able to take down my 50 cleric Miragent geared with abyss accessories while PL'ing my brother's temp. (a week before 2.0 released) My faction had owned all the forts, so he had a full pvp buff and all his +10 abyss gear , he was able to bring me down. It took him about a minute and it was a really close fight.
I couldn't believe it. My brother was laughing so hard, I'm not gonna lie, my E-peen was hurt, a lot.
Its a good thing that they "fixed" rifting IMO. The problem was it became a twinkers paradise. The large majority of people who were rifting were twinked out alts and a well geared twinked out alt can kill players 10+ levels higher then them. Many of the alts I checked gear on had full pvp sets that were +10 out. I play both factions and the people who were daily rifters were basically just a nuisance to players. In short, rifting became griefing and in 2.0 they "fixed" it.
Im honestly very happy with how rifting has become.
I can now quest freely on the pve zones without no one higher level ganking me, and I actually feel that the true good pvp is being done where it should, on the abyss.
Abyss pvp is much better now, because everyone who wants to pvp is there, not ganking.
reading all these post, it seems like now is the perfect time to come back to aion, i 1st quit because of the gankers and also the sin stunlock nerf. but thinking of coming back a glad or temp..anyways just felt like posting waiting for the patch to finish and for my account PW reset to come back to my email, its taking forever T_T
Yeah, me too. And it's one of the factors I resub the other day.
The supreme art of war is to subdue the enemy without fighting." - Sun Tzu, Art of War
Yeah, the game is awesome compared to what it was a year ago when i quitted. Also, I too had a hard time with my account but it was all worth it. I just resubbed the other day and rerolled to a Chanter, now I'm lvl20.
The supreme art of war is to subdue the enemy without fighting." - Sun Tzu, Art of War