The immediate effect of smoke bomb, fine I can live with, it seems like they are starting to cater for new players now but the fact that you get knocked out of or when you press square whilst in/on an acrobatic position to assassinate them they dodge you, WHILST you're not even in their smoke, is a bit too much.
That's the part I cannot live with. How acro positioning is impossible UNLESS YOU'RE ALREADY ON THE ROOF. Not eliminating roofing chain-reaction...
the 80 second might be all the smokebomb needs, it's really going to reduce it's frequency and if people only reserve it for smokebomb/poison that will make them very vulnerable.
and the moment they do use it defensively the two abilities will be desynchronised reducing opportunities for OSB/poison even more.
these were the top three problems with smokebomb.
things like getting smokebombed and the player taking advantage of the hidden kills/grabkills to boost they're scores is considered more skillful to me as you really have to
prepare and plan for them.
if you don't want to get smoked and grab killed don't stand near the edge...
don't be stupid, stupid.
Last edited by Grygier; 06-11-2012 at 06:40 PM.
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Last edited by lynx_1985; 06-11-2012 at 10:09 PM.
OK, yeah, that's pretty bad, even for me... sorry. But time to go back on-topic...
Smoke as it happens now in ACR... is pretty broken. I hope there's about an ACB-level delay (as opposed to the longer delay in pre-patch ACR). Enough that ACTUAL instant-action abilities will beat it (and make Mute act instantly again), but not so much that it becomes hopelessly inconsistent. It LOOKS like there's a short delay when dropping the ability, but you can't really tell how long it will "feel" from videos. Also, from what we've seen, the vertical effect is still the same in AC3 as it is in ACR, hopefully they tone that down at least a little bit.
Last edited by obliviondoll; 06-11-2012 at 11:21 PM.
It certainly doesn't look so here: http://www.youtube.com/watch?v=vGhzRLEWM9Q&t=4m28sFrom what I've seen and heard about Smoke, it sounds like there's a slight delay before it goes off, unlike post-patch ACR. If that's the case, it should be SLIGHTLY less of a problem. Although I don't think the vertical effectiveness should have been buffed more than half as much as it actually was in the patch. Keeping it as powerful as it is in ACR would be stupid, imo.
I'm sure ACR smoke bomb (post-patch) doesn't reward reflex and tactical positioning... It just spoils the player into thinking that the ability is almighty, which, leads into nobody knowing how to play well in simple deathmatch (and nobody plays it). Corner stuns and using other templars to your advantage, etc. are abilities, too, and, guess what, they don't need cooldowns. No mind game is played here. It's more of an arms-race.