#Ambusher Rework Suggestion

152 messages · Page 1 of 1 (latest)

safe stump
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Currently, Ambusher is just Skirmisher but on Vanguard.
It has 7 throwing knives and headshot bonus.

There have been some attempts to bring the lethal and interesting identity as an ambusher into focus via the backstab on native weapons and the execution perk, however that hasn't really gone far enough. Part of that is due to throwing knives being enough power that they restrict the types of changes which can be made to Ambusher, in particular the inclusion of interesting and fun buffs to make the class into one more distinct and lethal.

My suggestions are:

  1. Remove throwing knives and headshot bonus. These are archer tools, not the tools of someone who is currently stabbing you in the back for 150 damage.

  2. Provide a passive which mutes many prominent audio cues for Ambusher. Ambusher should not make automatic vocal callouts. Ambusher should not have footstep noises. Ambusher should not be screeching at the top of its lungs when you hit the special button. The sound you hear should be the ragdoll hitting the floor with your dagger implanted.

  3. Provide a significant passive movespeed buff limited to native ambusher weapons to the class. It could be as high as 15-20%. It is imperative that this be native to not accidentally unleash vanguards moving at faster than devastator speeds with a 2h spear in hand. That would be pure evil. This is supposed to be fun and enable amazing footwork which makes up for the short length of the weaponry Ambusher has available.
    What I do not want to see is proliferation of the MAA dodge cooldown buff. That isn't a tool for weaving through crowds like no other class can and swinging into backs along the way before players can even realize that it was you.

  4. Limit the execution perk to native weapons. This whole suggestion is about focusing on centering lethality, mobility, and subtlety upon the Ambusher class's core kit, and to make more distinct, interesting, and powerful an Ambusher who embraces that kit.

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@wheat flume crime committed

wheat flume
safe stump
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After some consultation with Dave there were further good ideas:

  1. Ambushers should have the fist special property which allows sprint to continue after special. Perhaps swings with native weapons on ambushers in general should not consume sprint points?
    Reducing the movespeed penalty while blocking as an ambusher slips away would be fun as well and enable better disengages than the pitifully short weapons would traditionally allow. Full holding block would still obviously nuke your sprint points and require re-acceleration from base speed. This isn't meant to let people sprint while blocking.

  2. Ambushers could, rather than a base movespeed bonus MAA style, be provided superior sprint point accumulation/rate of movespeed acceleration to the movespeed cap. Base movespeed improvements offer strafe advantages/are omnidirectional though which are greatly beneficial to working swings into the backstab region.

  3. The backstab region may need to be widened. My opinion is that that's a lever to keep in sight for later if the movespeed buff is considered and included, as the movespeed should enable better utilization of the existing backstab region.

  4. Torn Banner thinks/may think every class needs a tertiary, but 4 throwing knives, the standard non-skirmisher/ambusher count is too many. Perhaps swap out for mallets or throwing knives or give ambusher a unique lower throwing knife count? Spike trap is the best traversal tool in the game even if it's not fully thematically appropriate, but from a gameplay standpoint I consider traversal tools for the ambusher class a good fit.
    From a balance standpoint, I believe my suggestion removes the necessity of a tertiary entirely if this isn't actually a hard rule.

Also, here's a bit of summary from Dave, attached.

honest sandal
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Do not remove throwing knives they’re fun

safe stump
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One other possible longer term consideration is the reduction of the stagger duration and effect of getting countered on ambusher while performing a light swing, as that would have significant benefits for enabling an ambusher to weasel their way through moshpits.

I don't think it'd be in scope for an initial rework though necessarily.

honest sandal
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Does this mean I can make a Skirmisher rework thread too

safe stump
unkempt python
hot radish
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throwing knives shouldnt be removed, fundamentally changes the class

safe stump
unkempt python
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or play double dane axe raider lol

main gull
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Not only are throwing knives fun, but they balance the class out. The weapons are super short so you need throwing knives.

Also who is vanguards biggest nemesis? The archer. How are you supposed to deal with archers? I'm a katar enjoyer and I will bring out knives to deal with archers.

honest sandal
cerulean kite
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throwing knives might be fun but they serve no purpose on ambusher

cerulean kite
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but backstabs should deal the most damage

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not throwing knives to the head

honest sandal
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backstabs are easier

unkempt python
safe stump
# main gull Not only are throwing knives fun, but they balance the class out. The weapons ar...

That's the whole dilemma here.
Throwing knives currently balance the class out, consuming any power budget which could otherwise be available to balance the class out in a melee context.
Balancing based on factors outside of the melee context, throwables specifically, is what is supposed to be the unique theming of the Skirmisher subclass, and Ambusher currently encroaches upon that, so this thread is about the merits of attempting to split from that and what could be done to make Ambusher act in melee effectively as befits its name.

cerulean kite
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prioritize flanking from behind and not pressing G from far away

dense notch
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I can get behind the audio cue removals of the passive siege equipment deaths, maybe even the leaping strike but absolutely do not get rid of footsteps

That's too much flavor in favor of balance/gameplay balance. Encourage players to listen to footsteps instead and look behind them to prevent the back stabs. That makes it an actual skill trade off instead of 1 shot mini-game

cerulean kite
hot radish
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i like ambusher because it's a fast vanguard 1h, i dont want to have to play as a perma flanker only

honest sandal
hot radish
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it wont be versatile without knives it'll be just a backstabber

unkempt python
unkempt python
honest sandal
cerulean kite
main gull
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This game is a casual game, if you want to play a melee slasher without projectiles just wait for Mobius

cerulean kite
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medkit on vanguard makes no sense lol

honest sandal
unkempt python
honest sandal
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Medkit is so bland

safe stump
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smoke bombs are implemented in-game

cerulean kite
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add a flashbang :p

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im trying to think of what ability ambusher could have

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quiver and medkit do not fit it

safe stump
cerulean kite
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maybe give ambusher an ability called lightfoot

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temporarily muffles footsteps?

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not completely remove but quieter

honest sandal
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Give ambusher a romulan battle cloak ability

main gull
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I'm a 1st main and taking away footsteps would be terrible

unkempt python
safe stump
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that's part of the problem in the first place

honest sandal
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Now there you go, just make throwing knives his special

safe stump
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the optimal way to play ambusher as Dave puts it is just to play turret mode

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you play close enough to the melee that players naturally isolate to chase you, kill them in a duel, and kill random low health players with knives

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the intended consequence of the suggestions here is basically to enable ambushers to flank effectively, but also to have the tools required to weave through moshpits better than other classes in exchange for having short weapons with small effect areas

honest sandal
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Yeah so make the amubsher's special a crossbow loaded with an explosive bolt

safe stump
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I don't think even if the most powerful combination of suggestions was fully implemented that ambusher would become a top TO class, but it would certainly be a lot of fun to play as well as better than the current iteration of ambusher while offering a niche playstyle not effectively represented in-game due to the lack of viability of the shortest weapons, and that's all I was really hoping to suggest.

fringe fable
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ambusher's special should be a combat roll

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i think throwing knives are key to the class for finishing off people on death's door that are trying to escape for mechanical and flavor reasons; they're supposed to be assassins with no witnesses. i'd be in favor of reducing their max to 5, though

main gull
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Ambusher is really strong if you play it right. I was playing with a level 1000, Brunswick, or something like that last night. And he was top of the leader board

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Yeah you can't take away our assassin throwing knives gameplay. I can see making jump cost no stamina or something

oblique widget
safe stump
oblique widget
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I think the idea being challenged is that ambusher without throwing knives is useless, and so that just becomes the main part of their gameplay which is pretty silly

main gull
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No it's that throwing knives are fun and this is a casual game

oblique widget
safe stump
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we have a class which should be fun backstabby gameplay and we have a class which should be fun throwing gameplay

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and yet now we have two classes which are primarily throwing gameplay

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do you see the problem?

oblique widget
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Yeah I think the thread makes sense

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Never really thought of it but the subclass is mainly just throwing knives

safe stump
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and the subclass is primarily throwing knives because the limitations of the weapons are inappropriately compensated for

oblique widget
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Yeah, backstabbing isn't even reliable. The hitbox is on it are completely broken

cerulean kite
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unfortunately both ambusher and engineer receive no love or support from the devs :(

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im still waiting for a new engineer weapon

safe stump
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I think some of these suggestions might cause problems in a dueling context, but frankly this is a teamfighting game first and I want ambusher to be a respect-worthy melee combatant in the melee of the game in a way it just isn't right now

honest sandal
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ambusher, skirmisher and engineer are hated by TB

cerulean kite
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correct me if im wrong but footman hasn't gotten a new weapon

honest sandal
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with ambusher being slightly less hated

cerulean kite
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ah right the rapier, forgot

safe stump
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cav sword

cerulean kite
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hmm

honest sandal
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not to mention next update knight and footman will gain access to more shields

cerulean kite
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i just feel engineer needs a rework along with ambusher or something

safe stump
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@strong goblet I know you like having fun melee combat with fewer projectiles. What is your take on these suggestions?

oblique widget
cerulean kite
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this is true

safe stump
autumn void
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I could see it as a two part change. Give throwing knives + 1h to skirmisher, then rework ambusher to be more mobile/silent.

cerulean kite
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i enjoy playing ambusher but the way to omptimally play it should be changed

honest sandal
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there should just be a fucking update dedicated to tweaking classes

cerulean kite
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honestly yeah i was disappointed when i heard about the heavy crossbow not because it's overpowered or anything but because

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they focus on adding new stuff, instead of changing or fixing what's wrong

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and then eventually the new stuff gets broken or unbalanced

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and then it's lopped into the same pile as problem #32 that's been broken since launch

oblique widget
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Well the idea in the OP is pretty grand, so I don't think that they would be willing to consider it but it would cooler than current Ambusher

storm mulch
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I would play tf out of ambusher if they did all that

honest sandal
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@safe stump it almost reminds me of how they did Ninja in deadliest warrior

safe stump
cerulean kite
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the game feedback forum is used more as a venting area than actually being able to change stuff in the game

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from what i've seen

safe stump
main gull
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All of these changes would effectively nerf ambusher and would not be a good enough buff to compensate. Vanguard already has low hp and backstabbing is a niche and not as viable playstyle compared to knight class. Not to mention that you recieve more dmg from archers, but now you have no way to defend yourself against archers 40 meters away from you.

So now what you're left with is a shittier knight class that has become an archer punching bag

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The only people left playing the class would be crazy people like me who enjoy katars

hollow obsidian
honest sandal
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ambusher without throwing knives:

main gull
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The only reason I would be okay with the change is if ambusher got a good smoke bomb. Not some weak shit that only lasts for like 5 seconds and has a 2 foot radius

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Or even worse if the smoke bomb was like EFT where it's only client side

small dawn
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Throwing knives are designed for picking off low hp enemies and for distracting, I am against their removal.

Otherwise these changes are not bad.

hollow obsidian
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Give ambusher pocket sand

honest sandal
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some folks don't understand throwing stuff was common in the medieval era. source: me

safe stump
strong goblet
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idk about the footspeed for duels and lts

safe stump
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duels are of lowest importance as a gameplay environment given the game is basically just made for teamfighting, and anything concerning could impact 20v20 as well

strong goblet
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like if htey're so fast they can just instantly swap with 1 counter or riposte

safe stump
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I think a 15% starting could be ok when tied to native weapons

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the importance of tying to native weapons is to prevent it from being brainless

honest sandal
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Keep throwing knives on Skirmisher or else

main gull
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Because hp is arguably a better stat than movement speed, as movement speed is already pretty unrestricted in this game. In mord/chiv 1, overextending is punished a lot more so you have to be more methodical about positioning, and 1vX is more difficult.

Even as the knight class I can often times get myself out of a sticky situation in chiv 2. So in order to compensate for the lack of hp, you would have to have comically faster movement speed.

Not to mention that every class has a utility and all you're doing is taking away their utility and getting peanuts in return.

small dawn
honest sandal
strong goblet
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15% would be probably ok with only native

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actually

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10% would be fine because vg has better stam than foot man

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and can spam dodges better

main gull
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I can see faster move speed being op for LTS. but I dont think it helps all that much in to

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it also begs the question, how much easier would movement speed allow you to matrix/footwork away from swings. would that be skill or cheese?

torpid shoal
fringe fable
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they do, it's 50% reduced

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but faster doesn't necessarily mean better

wheat flume
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@safe stump So in VC and they discussed about allowing Ambusher to be in Desertion Zones Longer. So instead of 10 seconds maybe like 20. What you think?

safe stump
wheat flume
wheat flume
hollow obsidian
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It'll be fixed as soon as cross progression is added guys