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Problems hitting moving enemies with Assassin


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15 réponses à ce sujet

#1
Hanik Arran

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I think the assassin class is pretty interesting and though I believe that their damage output is easily outmatched by the Reaver I enjoy playing them. Unfortunately I have a lot of trouble hitting enemies who are moving away from me with Twin Fangs (and sometimes other skills). Given the fact that hitting an enemy from behind out of stealth will provide an automatic crit (if you take knife in the shadow which you should), and will do bonus damage it is very frustrating if you jump too short and lose stealth. Which will happen almost every single time. And I mean VERY FRUSTRATING. Also, if you specced "I was never here" (another awesome skill) you rely on the crit and kill to get into stealth again. But most of the time you will Twin Fang-bunny hop behind the target until he finally has the decency to stop while you might get shot in the back by enemy archers and being the glass cannon that you are this is definitely not healthy . This needs to be adressed please. Because as of now this makes the Assassin a bad choice for a melee character in multiplayer.


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#2
xROLLxTIDEx

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Stealth-hidden blades is a one hit kill... At range and gives you back stealth with passive.

Flanking attack closes the distance between you and the mob and puts you in stealth with upgrade.

Deathblow automatically cools down with stealth on kill.

The assassin's job isnt to wipe out the guys as fast as the reaver. The assassin needs to kill the enemy mage to begin each engagement and then move to the archers.
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#3
coldflame

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The assassin's job isnt to wipe out the guys as fast as the reaver. The assassin needs to kill the enemy mage to begin each engagement and then move to the archers.

 

This.



#4
Shadohz

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Sounds like the problem is your skill (how you play it) and your build. My assassin has almost no trouble out-DPSing a reaver (yup I said it). I use Stealth, Flank, Hook/Tackle and Hidden Blades (and their sub-abilities). Get yourself a "heal on kill" weapon/armor. That helps a bit. I only use backstab for maybe the first 4 levels on an assassin build. The problem I see with alot of Assassin players is that they spend too much time running in circles waiting for stealth to come back up (i.e. too stealth-dependent). My kit, even if I replace one of skills with backstab, I when I'm not relying on stealth. Avoid playing templars. For some odd reason, they seem to block your attacks when groups packed in together. Make archers/ranged fighters you main priorities, always. You really help out the group alot and those are the guys that take down an assassin the fastest.



#5
Hanik Arran

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3 guys and not one of them sems to be able to read properly. But thank you Shadohz for the advice, I'll definitely try that build. :) And by the way I got a weapon with heal on hit (!). Very awesome but that doesn't help with the problem at hand.

The problem is not my skill or anything Reaver related. It's an animation that keeps Assassins from hitting a target because it moves. And you can build your character around that by not using the skill but the fact remains that the skill itself doesn't seem to work properly. And this needs to be fixed.



#6
Yvapha

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Yeah... the frog leaping is amusing but ultimately annoying. Perhaps a slightly further leap distance?

 

I also find the animation of the Hook skill a tad slow (hook, jump off face, backflip, land).



#7
Shadohz

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3 guys and not one of them sems to be able to read properly. But thank you Shadohz for the advice, I'll definitely try that build. :) And by the way I got a weapon with heal on hit (!). Very awesome but that doesn't help with the problem at hand.

The problem is not my skill or anything Reaver related. It's an animation that keeps Assassins from hitting a target because it moves. And you can build your character around that by not using the skill but the fact remains that the skill itself doesn't seem to work properly. And this needs to be fixed.

I would warn you against using "It Beats Walking" for now (the sub-ability for Hook/Tackle) with Flank at least for now. Here's why: http://forum.bioware...issues-on-maps/
Put that extra point into another passive.

We (or I) read your problem, but the problem is more into how people are attempting to use it. Backstab is meant to be used on immobile, unsuspecting mooks and also meant to be used sparingly. The only way BW could make it a "common attack" skill is if they forced the target mook to freeze before hit (like with Biotic Charge). The jump mechanics is the game itself is a bit weird (or more like real life). You jump a shorter distance if you are standing still than if you are in motion. I've seen guys trying to land backstab 3 times in a row on a moving target instead of just hitting them with a regular attack to close in, then retrying the backstab while visible.



#8
Shadohz

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Yeah... the frog leaping is amusing but ultimately annoying. Perhaps a slightly further leap distance?

 

I also find the animation of the Hook skill a tad slow (hook, jump off face, backflip, land).

Depends on the skills you combine it with. Create a character with each of the abilities then mix and match them around. All the characters play different when you mix it up. If you make a kit using a bunch of slow animation, high coodown abilities then your kit will suck. Here's what I look for:
1. One utility power (buff self/debuff target/paralyze etc).
2. One group attack
3. One single attack
4. Quick/slow ability to offset other attacks, such as range.

So having backstab with grapple (hook/tackle) isn't optimal since they are both slow animations. You should have a fair balance of quick casts, slow casts, low/high cool down powers. I actually play some kits better with the less abilities I use.

 



#9
Vishimtar

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I agree completely OP. Archers and wraiths are really the only good targets for "Missassins" what my brothers and I call them. You can chase melee units if you choose but they will generally die to the ranged dps before coming to the full stop required for missassin to damage them. They really need to fix the lunges. The class is just frustrating to play generally. Why does missing an attack from stealth break stealth anyway? Changing that could be a bandaid fix to help the situation at least. Also dagger kills aren't credited on the scoreboard on ps4. Tested it by solo clearing a routine run with only autoattack and got no kill credit at the end.

#10
horangi88

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Poison Weapons + Flank Attack for moving enemies, Twin Fangs for sitting ducks. These have been working for me on Threatening. They keep me in stealth and 1-shotting everything 99% of the time.



#11
wKmike

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Why is everyone posting irrelevant crap? He is talking about the twin fangs and its inability to hit anything moving.

I do find it annoying and don't bother using it on moving melee guys anymore.

#12
gay_wardens

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I agree that it's annoying but honestly it's easy to work around, and makes sense honestly, if you try to stab a moving person you might miss. What you're asking for is for the game to be unrealistic and give you high-tech heat seeking knives that never miss.

 

Just either try to time it right when backstabbing melee enemies before they run at your party members, or ignore them and go for the archers/mages like the other poster suggested.



#13
J. Peterman

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Agreed. Twin Fangs is annoying that way.



#14
Cryos_Feron

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Unfortunately I have a lot of trouble hitting enemies who are moving away from me with Twin Fangs

 

I had the same problem at the beginning,

 

but believe me: It only requires some practice and testing.

 

moving enemies like knights can only be hit from the front. your attack makes them stop briefly.

 

but your main task are the archers and mages anyway.

 

If you really want to attack moving foes and want to be on the safe side: Use flank attack (with upgrade) OR

just wait until they get engaged by your teammate or until they hit a corner or obstacle which slows them down a bit.

 

also, the armor you get later in the game really offers good protection.

 

I love my assassin



#15
veramis

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Some attacks will target a specific area, take time to execute, and cease tracking any enemy movement during the delay. Assassin has more skills affected by it than other classes and you get a lot less headache by avoiding the skills, i.e. shadow strike, flank attack. Bad programming is bad, but I think the extra effort you have to put into predicting enemy movements to initiate attacks at the front of passing enemies to get backstabs is actually sort of fun. Of all the classes, I find assassin most enjoyable despite bad targeting, lower DPS, and single-target becoming less important at higher difficulties.

 

The worst example of this delay is imo a single-target maul basic attack. Reavers might not need basic attack 90% of the time, but it is so lololol on the katari trying and failing at playing whack-a-mole, always missing enemies that move a few inches.



#16
wKmike

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Yeah the auto attack on mauls is pretty horrendous