NiteHawk wrote:Making them have a penalty when being in a party doesn't work in most PVP fights. The problem would probably be at key areas anyways, it's a moot point as they can just disband when they arrive and rejoin when done. Not a real difficult task to do. You'd lose some watch on them in /party but it's fairly easy for slayers to run off to heal themselves.
I'm talking conceptually (ie suggesting the general concept that the route for slayer development is for them to be a solo killer but a groupfight liability). If the concept is helpful then there are many ways to make the concept work practically. Eg the most hardcore option is to stop them from being able to join a party at all. Other options could be things like coding it such that in a crowded room of more than X chars there is a random % chance that their bstab lands on a random target (including someone in their own party if they are in one, or anyone in the room if they are not - which would also fit with lore as its pretty hard to backstab ppl in a crowded situation) ... etc etc - im sure we can get creative n think outside the box if ppl agree that the concept of making them NOT be groupfight assets is a better route than straight out nerf. Its getting ppl to agree to a concept of change that is the hard part.
Shrugs.... I still think giving a %fail chance to /hide (for which there is a base amount dependent on Int and which then increases in party situations) is better than all the weird delay timers to backstabbing/hiding or restrictions to one bs a round etc that basically stop them from 1round killing in solo situations as well (cos they should retain this).
Anyhoo do what you will... imho this class-specific stuff isnt even the main prob anyway (cos any fixes to a class are a short term band-aid and powershift to another class). The prob of dealing with 10v10+ balance dynamics ultimately lies in reducing the incentive to form such large groups/factions. Class balancing can then be made more accurate once that is settled. Peace.