ASSASSIN SKILLS
In the database now. Live after the next server restart.
Assassins were only using one skill. That was not because the others ignored weapon DC. Damaging assassin skills already use your DC (weapon + stones).In the database now. Live after the next server restart.
The problem was FlashDash: it could fire about every 0.2 seconds with full DC damage. Nothing else could compete with that spam. This pass slows FlashDash down and brings the rest of the kit up so DC still matters on every skill — you just have more than one button worth pressing.
What changes
- FlashDash — cooldown from ~0.2s to about 1.5 seconds. Still hits hard with DC. It is a gap-closer / reposition, not the whole rotation.
- Double Slash — slightly less damage per hit. Still the main single-target skill (second hit still ignores AC).
- Heavenly Sword — stronger line damage. Worth casting into packs. Scales with DC.
- Poison Sword — stronger DC-fed poison.
- Crescent Slash — stronger wide cleave. Scales with DC.
- Fire Burst / Fatal Sword — mild power bumps.
- Double Slash — single-target workhorse
- FlashDash — close the gap, then fight
- Heavenly / Crescent / Poison — packs and pressure, not dead keys
When it goes live
Already written on the live database. The running server still has the old skill numbers in memory until it restarts. After the next reboot, the new delays and multipliers load. We will announce when that bounce happens. Comment if a skill still feels useless or still feels like the only button — that feedback is how the next pass gets aimed.
/Ven
