Nothing is perfect, but I love this game nonetheless! On the first part of the preceding sentence, here's those suggestions. 1. Pro... Experimenter... thing! The developers answering questions on endorsements is really great and much appreciated, but it'd be easier (well, for the players... I don't know how hard this would be to make) if the developers made a little feature under the Help & Options to allow players to experiment with endorsements and classes. Give them a section to choose endorsements and skills to play around with them, or let them see how their combo fares against another class - like an area in which you can get another class to attack or use an ability against you, to see if getting Survivitol will help a class survive an Assault's charge grapple at full health or a frontal grapple from an Assasin with a sword, or just how quickly a Support with Total Recoil can shotgun a Tank to death point-blank. 2. More lines! The announcer is pretty win in the game, and a few more lines couldn't hurt for him and everyone else. Aside from the Assasin, because... well... you know. 3. More suggestive camera shots of PitGirl! I mean, uhhh... disregard this. 4. A little bonus things on mondays! Just because that would be cool. As to what that bonus would be, however, I'm not really sure. I've got it! Combine this suggestion with the one above! Really, no idea at all. 5. The Assassin! I unfortunately still have a little balance suggestion. The Assassin can stealth toward characters in the beginning of the game and stab a lot of them in the face, even if their back is to the wall in their base. In fact, probably especially when their back is to the wall in the base. Namely, this happens to the base Assault, Sniper and Assassin herself, I believe. When it happens, you don't feel outflanked, outsmarted, or outplayed. It just feels cheap. Sure, if they approach you right at the front, you should be able to kill them easily, but if they approach these classes a bit more diagonally, they can be helpless. But, at the same time, I feel the amount of turrets later in the game and the tendency for teams to at least stick together later to push to the opposing base, in addition to those teams getting more health or close-range abilities later, removes a lot of use for the Assassin. Thus, I believe the frontal grapple damage for the Assassin's dagger and sword should be lowered so they will not kill players instantly. Perhaps the damage should vary depending on the class' total health, so she injures them all equally from the front? On the other hand, the damage of the basic attacks of them with the right trigger of them (and maybe the Assassin should be able to act before her target in a grapple from behind a little bit faster... I think she and her target can start at equal times right now.) should be boosted to allow her to kill more classes faster, possibly allowing her to sneak up behind a few players, kill some, and escape safely. Thank you for reading!
I disagree. I play as an assassin, and was very susceptible to those instant-death facestabs you mention... until I put on a silver-level armor endorsement. Now I can survive those facestabs and immediately counter-grapple for an easy kill. Snipers have ice traps to keep the assassin in place, and Assaults eventually get their revenge with the uppercut-dash. As for acting before her target... I think that would be unbalancing. If the target didn't die when you hit them, it's because they want revenge! They must have armor on for exactly this kind of situation, so why cheat the player out of a chance to counterattack? As for late game turrets, there's always juicing up and taking them down in, what, 2-3 seconds each? And clumping? Well, I guess that's one of those things the assassin isn't good at... but that's how it's suppose to be. Just some thoughts!
You make a good point, I do think I haven't played the game with the Assasin in that mindset. I need to go do that.