again i tried to make an assassin and its over the top OP at the point it is unfun
i understand the balance of assassins ppl comes (or should) from the lower choice of armors they can wear and so less defense and tanking ability
its fine
the problem is still in how crits are calculated, just getting first trait im able to do 40 50 crits from the base 10 attack i have
its not real cmon, and if i improve the traits further (which i wasnt able to do yet in .91 but i did many times in the past betas) the crits scaling just explode nonsense
the way assassing traits should work:
-a bit more crit CHANCE (to feel an assassin and to *feel* you are working with crits you have to see them often, just 1 lucky crit every 2 fights isnt really a good feelling, its just rng and unfun)
-way way less crit DAMAGE, there should never be stuff doing 50 100 dmg unless really in the end of the game, also crit bonus should be calculated on BASE dmg so 20% crit bonus on 10 base dmg should be a +2 on crit dmg not 20% of what the total crit dmg is and further traits shouldnt be multiplicative
-eventually some more traits on opening like the usual backstab sneaky attacks, and improved first turn traits
stats i would feel acceptable to have:
early: 5 10% chance 5 10% bonus
mid: 20 30% chance 10 20% bonus
end game: 50%+ crit 30 40% bonus
wip
i didnt get to test all traits and items in .91 yet so i may still miss something in this area i will update as soon as i can play more