Let me preface with this
I currently have a main in all 3 realms. A Nightshade, a minstrel, and a savage (with a BD coming up). I mostly solo or duo with my brother.
I have ZERO problem with vanish, but the way its implemented, and the amount of assasins out in RvR, creates a very real feel of loss in many situations. Personally, i only use it to escape an incoming roll. Maybe rarely to take out a caster in the back of a zerg or such. Almost never to escape a losing 1v1 battle. I take my deaths as they are earned. But that's just me personally.
But giving RP's for not killing someone isnt a very good answer to the problem (at best it's a bandaid). Personally I don't care as much about the RP's as I do about defeating my opponent. In this sense, I think Vanish needs to be tweaked. I believe it should be cheaper to obtain, but far less effective in the early stages. I have tried to be fair in my thoughts to both sides of the argument. I know people don't like nerfs. But a 5 point RA to escape with practical impunity is a little much. I do not believe vanish in itself is a problem. It doesn't let you win fights. But it removes the ability to make a bad judgement. In RvR, if you make a bad call, it usually means your death. Vanish removes this large part of RvR from a single class. Bad judgements likely attributes a large portion of deaths in RvR. Attacking the wrong target, using the wrong spell, running the wrong way etc.
I have personally witnessed, in the last two days, 48 fights involving 59 assasins in a scenario in which a loss to the assasin was likely to occur(this includes assasins in the realm i was playing on as well). Of those 48 fights, 53 assasins vanished. Now while as a lone assasin player, you may or may not notice the vanish problem from your perspective. all you see is your vanish. And you may die later before it is back up. But as someone who is dealing with being attacked on a constant basis, all you see is vanish after vanish, non stop, all day. It's never ending. The fact is, assasins don't die in RvR so long as they are competent and Vanish is up. This is inherently a problem because people need to be punished for bad decisions. Especially early on when you are inexperienced. And since Vanish is rarely taken above the first tier, its obvious for a 5 point RA that it gives too much for so little. So I propose a tweak to how it works. I hope this sounds fair as im not trying to "nerf" anything but bring a bit more balance to a "free card". And yes I am aware there are a lot of other issues with "free cards" in this game but you need to focus one at a time.
Vanish Tweak-. A straight 15min cooldown on all levels. Edit[ I forgot to add, the speed boosts last 3-4s but the effective stealth level lasts the full 30s disarm in which after you would revert to normal stealth detection level)
[list=]
Level 1- 2 points 85% stealth effective 120% speed 3s
level 2- 2 points- 90% Stealth effective 130% speed 3s
level 3- 3 points- 95% Stealth effective 140% speed 3s
level 4- 3 points- 100% Stealth effective (your normal stealth level) 170%speed 4s
level 5- 5 points - Current Vanish super stealth rules apply with maximum speed boost 204% speed 4s
[/list]
This gives a reward to assasins for giving up more damaging ability (such as MoP or Viper) for the most effective escape ability. It also removes the ability to escape unscathed, all the time at the lower tiers.
I am absolutely fine with any adjustments to the effective stealth level. Tbh i have no idea how effective 85% stealth is. It still may be too much. Or it may be too little (since I have no way to test it). But I feel it brings it more in line with what the RA was intended. To have "super stealth" from the get go is a bit much. But a lower cost for a less effective lower tier is a good compromise IMO.
I currently have a main in all 3 realms. A Nightshade, a minstrel, and a savage (with a BD coming up). I mostly solo or duo with my brother.
I have ZERO problem with vanish, but the way its implemented, and the amount of assasins out in RvR, creates a very real feel of loss in many situations. Personally, i only use it to escape an incoming roll. Maybe rarely to take out a caster in the back of a zerg or such. Almost never to escape a losing 1v1 battle. I take my deaths as they are earned. But that's just me personally.
But giving RP's for not killing someone isnt a very good answer to the problem (at best it's a bandaid). Personally I don't care as much about the RP's as I do about defeating my opponent. In this sense, I think Vanish needs to be tweaked. I believe it should be cheaper to obtain, but far less effective in the early stages. I have tried to be fair in my thoughts to both sides of the argument. I know people don't like nerfs. But a 5 point RA to escape with practical impunity is a little much. I do not believe vanish in itself is a problem. It doesn't let you win fights. But it removes the ability to make a bad judgement. In RvR, if you make a bad call, it usually means your death. Vanish removes this large part of RvR from a single class. Bad judgements likely attributes a large portion of deaths in RvR. Attacking the wrong target, using the wrong spell, running the wrong way etc.
I have personally witnessed, in the last two days, 48 fights involving 59 assasins in a scenario in which a loss to the assasin was likely to occur(this includes assasins in the realm i was playing on as well). Of those 48 fights, 53 assasins vanished. Now while as a lone assasin player, you may or may not notice the vanish problem from your perspective. all you see is your vanish. And you may die later before it is back up. But as someone who is dealing with being attacked on a constant basis, all you see is vanish after vanish, non stop, all day. It's never ending. The fact is, assasins don't die in RvR so long as they are competent and Vanish is up. This is inherently a problem because people need to be punished for bad decisions. Especially early on when you are inexperienced. And since Vanish is rarely taken above the first tier, its obvious for a 5 point RA that it gives too much for so little. So I propose a tweak to how it works. I hope this sounds fair as im not trying to "nerf" anything but bring a bit more balance to a "free card". And yes I am aware there are a lot of other issues with "free cards" in this game but you need to focus one at a time.
Vanish Tweak-. A straight 15min cooldown on all levels. Edit[ I forgot to add, the speed boosts last 3-4s but the effective stealth level lasts the full 30s disarm in which after you would revert to normal stealth detection level)
[list=]
Level 1- 2 points 85% stealth effective 120% speed 3s
level 2- 2 points- 90% Stealth effective 130% speed 3s
level 3- 3 points- 95% Stealth effective 140% speed 3s
level 4- 3 points- 100% Stealth effective (your normal stealth level) 170%speed 4s
level 5- 5 points - Current Vanish super stealth rules apply with maximum speed boost 204% speed 4s
[/list]
This gives a reward to assasins for giving up more damaging ability (such as MoP or Viper) for the most effective escape ability. It also removes the ability to escape unscathed, all the time at the lower tiers.
I am absolutely fine with any adjustments to the effective stealth level. Tbh i have no idea how effective 85% stealth is. It still may be too much. Or it may be too little (since I have no way to test it). But I feel it brings it more in line with what the RA was intended. To have "super stealth" from the get go is a bit much. But a lower cost for a less effective lower tier is a good compromise IMO.