I think assassin’s damage should be changed a little.
- option 1 : ramp up rather than be a big impact damage and then smaller hits.
No damage on landing (like a hookrat deals no damage on grabbing) but then increasingly harder hitting stabs. This would be less punishing for getting barely hit and would incentivize getting rod of it as fast as possible for teammates.
- option 2 : when getting caught by the assassin, the player is disabled but takes no damage. After a one or two seconds delay (an animation of the rat preparing a coup de grâce), the big hit, followed by the usual berzerk stabbing - or even why not just chain hard-hitting but delayed and slower hits ?
The assassins as they are right now are not techincally game-breaking, as the sound queue is clear, I usually spot them while they’re running around and before they jump, and getting the timing for a side dodge (for extra safety) + push out of the air takes some-but-not-that-much training.
They are frustrating though : they are highly unpredictable and run back and forth like AIs who can’t seem to trace a path, have weird jump angles, inconsistent animations, inconsistent collision boxes, are not always rewarding skillful play since they leave no opening when properly dodging them as they instantly teleport away, and finally they can jump again immediately after teleporting.
That is a more general thing : sound queues should play before specials spawn, not after… It works fine for leeches and blightstormers who usually spawn far away, but assassins sometimes do indeed spawn right in your back and there isn’t much you can do.