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Revert Assassinate's Hitbox & First Four Foothold Requirement Removal

Discussion in 'Suggestions' started by HarleyEllis, Jun 17, 2025.

Good/Bad?

  1. Hitbox good, Jump 4 good

    85.7%
  2. Hitbox bad, Jump 4 good

    0 vote(s)
    0.0%
  3. Hitbox good, Jump 4 bad

    14.3%
  4. Hitbox bad, Jump 4 bad

    0 vote(s)
    0.0%
  1. HarleyEllis
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    HarleyEllis Selkie Jr.

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    Harlez
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    Some limitations are healthy. Ariel and Left Arm being pains in the ass was a reasonable skill check. What if instead of giving 'Nate the Blast treatment, we gave it the Barrage and Assaulter target requirement, to reduce whiffs another way? Especially considering how difficult it can be in larger expeditions to discern your hitmarkers from the cloud of others. Speaking of which, bump on removing Assaulter's target requirement, even if it's only in dark sight or something. Maybe swim 'Nate is ok, though. Shadowers, please share your opinions. Our nerf is inevitable and more feedback to help steer staff is always good. See also https://forum.maplelegends.com/inde...ssassinates-5th-hit-midair.54920/#post-403629 for my most basic argument on the topic.
     
    • Agree Agree x 3
    • Like Like x 2
    • Great Work Great Work x 2
    • Informative Informative x 1
  2. tls123
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    tls123 Red Snail

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    I agree! I think that assasinate's short horizontal range is very immersive with the skill animation, and dagger wielders in general. Our small chibi hands shouldn't have the same range as a two handed weapon in my opinion.
     
    • Like Like x 1
  3. -ovv
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    -ovv Pink Bean

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    Whiffing a nate because of an unexpected hit/movement is a feels bad considering how slow the nate animation is and how long it takes to get back to neutral. Requiring a target to activate nate is a good compromise, but I think it doesn't solve the core issue in the all around clunkiness of the skill.

    Personally, I think the clunkiness of gameplay comes from being stuck in an animation for so long that any sort of misplay compounding into worser consequences feels like shit. The dash iframes is what allows shadowers to manage this a bit better, but that too has problems where you can whiff a dash and become vulnerable. Perhaps an option that allows shadowers to recall their actions based on new information could be the better alternative.

    What if assaulter gave the iframes instead of dash, and shadowers had the option to either dash for bonus damage or assaulter for less damage + iframes? This would neuter the damage ceiling as shadowers wouldn't be able to dash dance freely with invincibility with full damage, but they'd have both options to do so.
     
    • Like Like x 2
    • Disagree Disagree x 1
  4. Soyourken
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    Soyourken Slimy

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    I don’t understand the poll X.X
     
  5. OP
    OP
    HarleyEllis
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    HarleyEllis Selkie Jr.

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    My bad, it was meant to be ‘current implementation good/bad’ but I believe others interpreted it as ‘my suggestions good/bad’
     
  6. Zorele
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    Zorele Mr. Anchor

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    In general, it seems the shadower buffs actually put them in a position where they are good. Their overall damage increase seems to be around the 10% ballpark but with their newfound damage efficiency it definitely ends up being way more. I believe the main issue this with the buffs were how "free" the nate dashing seems to be. There is no offside to it, it's just free and very rewarding which in terms gives this sense of it being overpowered. What i would do is instead of completely removing the mechanic i'd change it to be tied to the new active shifter where you'd lower the cooldown of shifter based on succesful nate dash procs. Everytime you fail a nate dash, or the boss weapon cancel it has a direct effect on the uptime of the "iframe nate dashing" Whatever the balanced uptime is thought to be is for the staff members to decide.

    I think it would be nice if you could trigger the 5th nate hit in every boss (HT, i'm looking at you) since it would simply mean shadowers are effectively overall good in every content. In my opinion the issue with the current shad isn't the damage they do (It's good now, just not op) but how rewarding without any consequence the nate dash iframes are.
     
  7. OP
    OP
    HarleyEllis
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    HarleyEllis Selkie Jr.

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    ZoreleZorele Notice how your hands feel after a PB or two Aufs worth of ‘Nate dashing and tell me again how it’s free hahaha
     
    Last edited: Jun 22, 2025
    • Like Like x 1
    • Agree Agree x 1
  8. Kargo
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    Kargo Designer Staff Member Graphics Designer

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    It does fit the theme better and less range for no more whiffing is a nice compromise.

    I agree with this. About a year ago I made this related suggestion https://forum.maplelegends.com/index.php?threads/making-assassinate’s-animation-cancellable.54062/ though it was mainly aimed towards positioning/survivability.

    I like the target lock idea and if it were to be added I would be satisfied. If not that, being able to cancel the animation reduces the skills clunkiness as a whole. It makes whiffing less unsatisfying and gives the option to bail if theres danger. SlimeCool
     
    • Like Like x 1
  9. Zorele
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    Zorele Mr. Anchor

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    By free i don't mean it in the key inputs sense, i mean free in the sense that you get to nate dash iframe with zero set up or requirement. I thought that part was clear. I personally feel like nate dashing shouldnt be an option 100% of the time and it should require some set up or tradeoffs (relying on shifter for nate dashing, not having a separate mechanic just for extra iframes)

    yes, i completely agree in the key input context and how tiring it can be it's definitely up there
     
    • Like Like x 1
  10. Skiddzie
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    Skiddzie Red Snail

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    I think nate needs to have it's dash iframes reduced, but the range is perfectly fine imo.
     
  11. Soblet
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    Soblet Zakum

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    I've seen dash iframes reduce mentioned a bit, how long should they last?
     
  12. Skiddzie
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    Skiddzie Red Snail

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    There seems to be quite a few situations where you can dash back and forth and basically never get hit. Not sure what the prudent amount of frames would be, even if it were reduced by just a few frames it would probably be fine. You'd still give the invincibility, but the input window would be a lot smaller.
     
    • Like Like x 2
    • Useful Useful x 1
  13. Soyourken
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    Soyourken Slimy

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    I agree the margin for error is a bit big right now, tightening it do that you really have to play perfect would make it better. I think the issue is the invincibility mechanic is something that is either too good, or useless, if you lower it enough that you can’t dash consistently it feels kind if useless, but if you’re always invincible as long as you do it well then it feels too broken.
     
    • Like Like x 1
    • Agree Agree x 1
  14. Soblet
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    Soblet Zakum

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    Exactly that, either too good or useless. I'm afraid shortening the iframes would not do much more than make annoying gameplay more annoying, with even less freedom to do anything but dash.
     
  15. Ainz
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    Ainz Horntail

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    So many I keep forgetting
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    If u just revert shad to pre-changes you don't have to deal with any of this
     

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