It's not just a case of balancing Assassins, is what i was getting at.
You actually need to have a purpose for them in the first place. Usually it just ends up being 'I can do everything on a warrior easier'
Mainly due to what you pointed out. Warriors have already been given all the tools to do everything. PvE wise this isn't a huge deal, You can re-code, add/remove skills as you please.
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It will be exceptionally hard to balance in PvP due to the nature of how things usually work. You can't just give them higher damage.
~ High burst damage as a necessity. < This goes for all classes and is the primary reason why PvP is so **** on Mir.
Personally i think it is impossible to balance without re-working other key systems. Such as the pot system. Right now damage must outweigh the ability to regen through potions, hence the high burst damage. The only real way to resolve this is to limit potion use and extend the window for different abilities and 'skill' to actually matter.
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Edit: Slightly off topic but still relevant to my response.
The evolution of Mir in this context is something I never could wrap my head around. It just seems entirely counterproductive and made any real sense of PvP completely impossible. If anyone has any insight into what the hell they are thinking, do share.
E.g. If we look at Mir3 servers (the ones I've tried atleast) it's simply a case of auto-potting instant potions on CD. As stats/mob damage increase so does the necessity for the value of instant HP being recovered. It inevitably reaches a point where things must hit so hard, so fast that skipping a single second outside the pot CD would result in death. It is the equivelant of having 2 hp and taking 1 hp per hit, you can never balance that in a 'fun' way.
To me, this design is fundamentally flawed in so many ways...