Ninja
- Another class that probably needs a better change than this but I think that a small buff will help benefit the class
- Change garrote to be an interrupt but take away the requirement of holding string to use it
Ninja:
An extra interrupt is not what the class needs. Blind, smoke, fade, and kick can all interrupt a warmup targeted on you, and kick is more than enough to handle self targeting warmups (such as heals)
What ninja needs is something to deal with other melee classes besides mindless shuriken spam. My suggestion either goes to add a short stun that does not scale so that we can utilize backstab (either at the end of blitz or perhaps garrote) or possibly buffing the damage on envenom in exchange for slightly less regular left click damage (to combat a warrior's vastly superior armor)
The more I look back on Haven, the more I regret a lot of the decisions I made towards Ninja.
I mean, I fucking love GrapplingHook, and I think the Shuriken skill is really cool. But at the same time, the playstyle of Ninja has shifted so drastically from Bastion that I am questioning if it was the right move.
In Bastion, I loved Ninja. I loved instagibbing people before they even knew I was there. I loved running from 8 people, jumping into a cave, and then playing the fade game until they were spread out enough for me to get a kill. I loved smoking out of a bad situation and getting away unscathed.
However, a lot of the reasons for me loving the class was because it was so god damn broken. Not to mention it was super RNG based, so your success was often based on luck.
I wanted to remove the RNG. I wanted to remove the "faceroll". I wanted players to have to "think" about their initiation, and how they played it during a fight. But I also wanted the class to be "Tournament viable", and to do that, I had to think of some crazy stuff. And unfortunately, I think I failed on all fronts other than the RNG and the faceroll (though the faceroll was an issue in Haven, spawned from blackjack and attributes).
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The funny thing is, after doing all the things I've done, viewing peoples' responses, and after analyzing my own feelings towards the Bastion experience, I've come to a lot of realizations about HC and "balance".
I learned that people get mad(most of the time) when things are nerfed (read: balanced)
I learned that people get mad(sometimes) when things are buffed (read: balanced)
I learned that people like buggy game mechanics, and the act of exploiting those mechanics.
I learned that fixing exploitable game mechanics makes people upset.
I learned that people cry for balance, but when they get it, they are upset they can no longer exploit "OP stuff".
I learned that things are fun because they are overpowered.
But what's important to state, is that things are the most fun when they are
situationally overpowered. I'm not talking about "class so and so can win every fight no matter what". No, I'm talking about something a little different.
Take Dragoon back when it had superjump mid Bastion for example. Dragoon as a "combat class", was relatively balanced back then. Perhaps even a little underpowered! You'd never bring it to a teamfight, but as a solo raiding class, it had two
very powerful tools.
1) Jump
2) SuperJump
These were simple mobility skills. One for going forwards, one for going upwards. But these skills allowed players to
exploit their specific situation in specific environments. If they were outplayed and unsure of their success, they could
run away and then try again.
- If the odds were stacked against them, they could retreat to a safe location, survey the situation, and pounce once the odds were in their favor.
- If a target was escaping, they could relentlessly pursue until they achieved victory.
- If a target somehow was in a location out of reach, they could jump to them.
They had the
tools to
exploit their situation to their advantage. This, my friends, is what makes/made Dragoon "fun". I can say this because I've felt it first hand, and I've spoken to plenty of Dragoons that can tell me they felt the same way.
Of course, if you're on the other side of the fence, it's not so fun. People hate seeing Dragoons get away. They hate being picked off one by one and then seeing the Dragoon escape without a care. They
hate the Dragoon.
Players, or perhaps more accurately, PvPers, want to feel powerful. They want to feel like "They are the best". They want to kill someone, and say
Get Shit On. But they want to feel like it was due to their own skill (in most cases). They want to believe that they played their class to the best of their ability and that is what caused their victory.
The best classes for this, are the ones that have these "situationally overpowered" skillsets. For me and the Bastion Ninja, it was the backstab and fade mechanics. I felt like I was a
god when I killed someone instantly and then proceeded to do the same to 2 other people.
Now, if I was just running around and left click spamming to achieve this result, I would not have felt very good about it. I felt good about it because I was
exploiting the Fade and Backstab skills in a manner that was not considered "normal".
But once again, if you look to the other side of the fence, what does my "kill-ee" feel? They're fucking mad. They're mad that they were killed "instantly", and they feel that it was overpowered. I could tell that that's what people felt, and so I tried to rectify the situation.
And what did I do? I took the fun out of the class! No longer could you "instagib" people. No longer could you stand your own against an unfavorable situation. Sure, I added some cool stuff like GrapplingHook, DeathMark, and Shurikens to replace it. And Sure, I reduced the smoke cooldown to help players retain "control", but it all changed the whole playstyle of the class. It changed the "feel". It's not the same, and probably never will be again.
I made a lot of class revamps while I was around.
Ranger (once)
Bloodmage (once)
Pyromancer (twice)
Runeblade (twice)
Bard (once + half assed revert + once more) <----Sorry.
Paladin (once, but no balance testing was performed) <--- Time constraints, Sorry.
Dreadknight (once, but it was lackluster) <--- Time constraints, Sorry.
Berserker (once: built from the ground up)
Disciple (like three fucking times and I'm only barely fine with it now)
Druid (once)
Necromancer (once)
And finally, the Ninja (once)
I can stand by most of those, regardless of their "balance" states. The Bard stuff I regret messing with at all, but there's really not much I could have done in the situation I was in. I was given a workload far higher than I was capable of filling, and I ended up piling more on top of it, As far as "making stuff happen" and "keeping things fresh" though, I feel like I succeeded.
While initially I was just trying to make cool stuff, I eventually got to a point to where I wanted to drive home that "situationally overpowered" feeling without being too "over the top". I wanted Runeblades to flicker in and out to psych opponents while they unleashed a flurry of damage.
I wanted Berserker to win a fight by only a few short seconds, and have them live with 1HP. I wanted the Berserker to also provide some nice counters to the mobility classes via Rupture.
I wanted the Bloodmage to feel like a "useful support" without having to conform to the standard support playstyle.
I wanted Pyro to be an interesting take on a "melee spellcaster", while also providing an opportunity for some
crazy mobility / escapes in specific situations.
But at the end of the day, I feel I failed the most with Ninja. I wanted to retain the feeling of assassination without making his victims feel like it was a broken class. I wanted to provide it with an array of utility that would allow it to address many types of situations in different manners. I wanted it to promote
stealth and
thoughtful play. And I tried very hard to do this.
But I failed.
I do not feel like there is any thought being used, and the stealth is used less as a "stealth" mechanic, but a mid-combat damage avoider tool. I did not want this. Others may not feel the same as I, but I think the general consensus is that Ninja isn't "Bad", but it doesn't quite feel
right either.
And so now, all you have are the broken pieces, and I couldn't tell you what to do with them.