Eversor Assassin Commander - VERY INCOMPLETE

Issues dealing with gameplay balance.
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Caeltos
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Eversor Assassin Commander - VERY INCOMPLETE

Postby Caeltos » Sun 10 Aug, 2014 10:08 pm

Eversor Assassin (Commander) concept
The Eversor Assassin is the second Commander for the Grey Knights, he specializes in shock tactics, and is a brutal combat fighter.

The Eversor Assasssin is a very high-risk , high reward commander that thrives in being in the heart of the battlefield. Being killed will usually lead to taking down multiple enemies down with him. Due to lack of specialized weapons, the Eversor has a substantial increase in melee damage increase per level compared to other commanders, and higher health regeneration.

Health - 600 Energy - 100 Speed - 6.0
Sight - 40 Courage - 100 Melee Skill - 70


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Weapons


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Armor

Eversor- Cameleon Upgrade(?)
Increases the Eversor Assassins health by 125 and energy regeneration by 0.25. Unlocks the "Infiltration" ability.

Battle-Fury Drug Upgrade(?)
Increases the health of the Eversor by 200 and health regeneration by 0.3. Unlocks the "Onslaught" ability.

Light Weighted Suit(?)
The Evesor Assassins suit is tailored to his preference, allowing him to quickly move around the battlefield searching for his target. Increases movement speed by 0.5 and extends his charge range by another 6. Increases health by 50
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Wargears
Accessories
Bio-Meltdown

The Eversor Assassin is infused with more potent drugs, and causes him to become unstable. Reduces the Combat Drug cooldown by 50%, and whenever the Eversor Assassin is killed, he will explode, dealing 150 explosive_pvp damage to all nearby enemies and allies. In this state, he will no longer be ressurectable from allied commanders. Reduces also the cost of repurchasing him from 250 to 125

Combat Drug - Terminus
The Eversor Assassin becomes invulnerable to all damage, but quickly loses energy for the course of duration. Should he go below 25 energy, he will explode in a violent fashion, taking down any units in the area.

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Abilities

Infiltration
Cloaks the Eversor Assassin, making him invisible.

Combat Drug - Fury
Sends the Eversor Assassin in a blind rage. Attacking any enemy units in the area. During this period, the Eversor Assassin cannot be controlled.
+ 75% damage for 8 seconds (Cannot control the unit for the duration)
+ 25% less damage taken for 8 seconds

Combat Drug - Terminus
The Eversor Assassin becomes invulnerable to all damage, but quickly loses energy for the course of duration. Should he go below 25 energy, he will explode in a violent fashion, taking down any units in his area.

Rapid Reflex
The Eversor Assassin is able to make quick actions in a short span. Allowing all abilities to be quickly cast in short consecutive sessions. Also gives a large speed boost for a short period of time.
+ 100% cooldown reduced for 6 seconds
+ 3 speed for 2 seconds (Cannot attack during this period)
+ Immune to all knockback effects

Neurotoxin
Fires of the Executioner Pistols needle functions. Reducing the targets movement speed by 80% for 8 seconds and revealing the surrounding area in a 30 area radius.

Passive
Onslaught
Whenever the Eversor Assassin attack an infantry, heavy infantry, super heavy infantry or commander , he gains temporarily stat bonuses. (Does not work on vehicles or buildings)
+ 0.15 movement speed
+ 0.025 health regeneration
+ 3% damage increase
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby viggih » Mon 11 Aug, 2014 12:31 am

I thought that the Lord Inquisitor was supposed to be the second GK Hero. What happened to him?
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby BaptismByLoli » Mon 11 Aug, 2014 12:42 am

He got turned into a rather promosing fan-film

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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Forestradio » Mon 11 Aug, 2014 1:22 am

Cool stuff.

inb4 next MRT final is between Eversor and Spore Mine Alpha.
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Commissar Vocaloid » Mon 11 Aug, 2014 11:25 am

Huh, no weapons but those look like some crazy sick mechanics. I have several questions just looking over some of the abilities.

Terminus
1. Is this a toggle ability? Or is this essentially a ticking time bomb ability?

1. Should Neurotoxin apply a small DoT instead of the sight reveal? It seems appropriate given what the neurotoxins do lore wise, as well as the fact I'm not sure what the purpose of the revealing is (given that I would assume the ability is probably limited to the range of the pistol and you would probably be able to see what's roughly around the target anyway?)

2. Have you considered giving him another tool to his arsenal? GK suffers from a lot of AV, and the eversor is one of the few characters that you could realistically give a melta bomb as it's part of their kit lore wise, which might give an alternate source of vehicle stun/slow other than Interceptors (which many GK players are reluctant to buy). It might help considerably, given their current composition. Maybe add a little bonus energy/health on top of receiving a melta?

Edit: re-read somethings, totally overlooked something whilst reading haha
Last edited by Commissar Vocaloid on Mon 11 Aug, 2014 11:41 am, edited 3 times in total.
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby HandSome SoddiNg » Mon 11 Aug, 2014 11:38 am

so Fury is Blood rage type of ability goes AWOL into an enemy squad ,hmm high risk indeed.
and Bio-meltdown basically kamikaze into blobs alone ,uh, . i guess the player using him will have the most commander losses alone :0
Evarsior assassin sounds more like a Rogue Comissar lord from descriptions alone lol.
i do like Rapid reflex/Passive onslaught ,Neurotoxin seems like a nice 1v1 wargear
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby fankater » Mon 11 Aug, 2014 6:43 pm

How this commander will be implemented ? As a 5th SM commander, 4th for another race or what ? Mr Caeltos do you have any contact with UI guy ? I wonder how his work going :)
And second question. Any plans to add Warrior Acolytes to GK roster ? As someone suggested, they can be nice early support unit with melee upgrade (some sort of berserk ability that gives them immortality in T2 would be good as well).
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby ytimk » Fri 15 Aug, 2014 11:02 am

Caeltos wrote:Combat Drug - Fury
Sends the Eversor Assassin in a blind rage. Attacking any enemy units in the area. During this period, the Eversor Assassin cannot be controlled.


Whatever happens to this unit/concept Caeltos, keep this ability/option in some form. Holy shit this could lead to some funny stuff, and its exactly...

Oh wait you said "ENEMY" units, so its not the equivalent of Blood Rage - oh well, still evokes exactly what the Eversor should be. Attacking your own enemy should stay a Chaos thing anyway :).

Keep it up mate, this looks fun!
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Indrid » Fri 15 Aug, 2014 2:20 pm

Could just be a fourth IG hero until the UI stuff is sorted.
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Protagonist » Fri 15 Aug, 2014 10:18 pm

This certainly looks like it would be fun to play. I am curious about the why there are no specialized weapons or him. Is this just a design choice or is there some other underlying factor fort his choice?
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Ace of Swords » Fri 15 Aug, 2014 10:50 pm

Eversor Assassin Commander - VERY INCOMPLETE

VERY INCOMPLETE
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Caeltos
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Caeltos » Sat 16 Aug, 2014 4:36 am

Thank you Ace.

But yes, HE WILL have weapons, they're not even in an incomplete stage. They're more on the drawing board.
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Daddy » Wed 27 Aug, 2014 7:19 am

Keep up the good work Caeltos and team. You have kept this game fresh and new with your hard work and creativity.

It would be fun to see more new commander heroes to the game.
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Metal C0Mmander » Sun 31 Aug, 2014 5:34 am

While think he would work better as a replacement for the flame strike global but I'll be saying my reason for it in the other thread.

About combat drug terminus: I think you should switch the detonation bellow 25 energy(which sound like a great idea to fuck up the plays of less experienced or distracted players) to either increased energy loss or health loss while the abillity is working or when you don't have anymore energy like with one Kain's abillity in the campaign.
I already find it weird that this hero can not be resurected when he dies and not everything he does has make him explode.

About neurotoxin: This gave me the idea of a weapon upgrade being the executioner pistol to make him a threat or annoyance even at range. As for the abillity; the slowdown is a great idea but the sight radius... well your going to have to eplain to me, if you had thought of it, how does a poison give you line of sight. You could always just increase the assassin's own line of sight and maybe give him a detector trait.

About cameleon upgrade: This is probably not something you see on eversors normally. I imagine it should give the assassin some kind of debuff cause it could make him an extremly anoying unit to deal with.

About rapid reflex:Will the commander have enough abillities to make the cooldown reduction worth it?

About onslaught: I love the idea of the eversor gaining buffs as he fight more because it works well with the idea of the durgs he use being highly adictive. I think it might be worth to give him more of those kind of abillities.

But now that I think about it, does anyone have any idea what kind of globals we should give him if he's to be an other commander? Heck what globals would work for a unit that works so much outside of imperial command?
Consider that whenever I speak of balance I'm speking of team games. I suck at 1v1 and I'm fine with that.
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Dark Riku » Sun 31 Aug, 2014 10:00 am

He can only not be resurrected when he dies under the effect of Bio-Meltdown. Since he kind of exploded all over the place.
Besides, his repurchase will only cost a measly 125req then! This is a big deal for 1v1.
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby Metal C0Mmander » Sun 31 Aug, 2014 8:41 pm

I'm not saying I don't understand. I'm saying I find it very different to what I'm used to. I guess I should adapt after a while. Though this create the question of who's sending so many costly assassins down there in the first place. Also I think that the repurchace cost should be lowered since it is a deliberate choice to use the abillity or not.
Consider that whenever I speak of balance I'm speking of team games. I suck at 1v1 and I'm fine with that.
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby ChrisNihilus » Sun 31 Aug, 2014 10:48 pm

WEAPON:
Advanced bolter ammunitions
Increase the damage of the Executioner Pistol by (5 dps?) and unlock the "Ulysses Bolts" ability.

Ulysses Bolts
The Eversor fire a short burst at the target.
From that moment and for (1 minute?) the Eversor see his charge distance increase by X against that unit, and the unit is revealed (the player can see where it is, even in the fog of war, until the time runs out).

Light Weighted Suit(?)
The Evesor Assassins suit is tailored to his preference, allowing him to quickly move around the battlefield searching for his target. Increases movement speed by 0.5 and extends his charge range by another 6. Increases health by 50


Is it possible to make him jump over obstacles like the banshees with this upgrade?
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Re: Eversor Assassin Commander - VERY INCOMPLETE

Postby lolzarz » Sat 06 Sep, 2014 2:58 pm

The Eversor assassin is a balls insane (even by 40k standards) lifelong killer. Surely he should have some way to gain suppression immunity and/or splash damage?
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