Just like armor, I knew that I wanted to include stealth in this game from the beginning. And just like armor, I knew that I would restrict stealth to one character rather than making it a facet of each character. I’ve always been a huge fan of stealth in games, and I wanted stealth to be powerful and to work the way the player would want it to work. So, stealth works like this: When the Assassin goes into stealth it is removed from the board and avoids all attacks on that turn. When the Assassin attacks from stealth, it is placed anywhere on the board, so long as there’s an enemy within range of the Assassin’s attack. I sometimes get this mind boggled reaction, “so the Assassin can just teleport wherever he wants?” and my answer is, “yeah, it’s crazy!”
Initially the Assassin had two sets of abilities, one of which could only be used when attacking from stealth. This greatly limited the number of options the Assassin had access to at any given time. During one of the major rounds of edits to the game, in which movement was costed appropriately, the Assassin was redesigned so that any ability could be used at any time. Using an ability from stealth is still a huge benefit, because your opponent has no chance of escape. This redesign was part of what inspired the current design of Savage Strike which was previously two separate abilities.
(That icon in the upper left meant the ability could only be played from stealth.)
The Evolution of an Ability
Before I designed any characters I brainstormed abilities I could put into the game. Out of that brainstorm came a pull ability, inspired by Scorpion from Mortal Kombat, Pudge from DotA or Blitzcrank from LoL. I debated whether to give the ability to the Berserker or the Enforcer, and I decided on the Berserker. In order to support this ability for the Berserker, I needed to conceptualize the Berserker wielding knives on the ends of chains like Kratos from God of War.
Playtesting revealed a number of things about this ability. The ability was often not used for its pull, but for its damage. Movement was a more reliable way to close a gap, so the Berserker would typically use high movement abilities instead of this one. On the other hand, there were a couple of cases where this ability would be used primarily for the ranged damage. One was when the Berserker was standing on the other side of a well placed trap, and the other was when the damage was enough to end the game. Changing the ability to a Move 1 Range 3 ability, that dealt less damage helped to resolve all of these issues.
One of the play testers mentioned that it felt more like an Assassin ability than a Berserker ability, so I decided to try it out on the Assassin instead. Once I decided to try it out, I realized right away that this ability interacts interestingly with stealth. The Assassin can use this ability to pull an opponent closer to your allies, just like the Berserker could, but the Assassin could also pull an opponent off of a vulnerable ally by using it from stealth. Ranged abilities also give the Assassin greater flexibility in where to appear from stealth. This ability is now central to a build of the Assassin that serves as the team’s “tank”.
This change also improved the concepts of both characters. A friend who was doing art for the game at the time wanted to draw a cord weapon for the Assassin, but it weirdly stepped on the toes of the Berserker’s chain knives, which were clunky anyway. Now the Berserker can carry whichever weapons the artist feels is most appropriate, and the Assassin can use the same cord for choking people or pulling them.
I’m sure you can figure out for yourself how Slice and Dice and Vampiric Strike are a combo.
In the works
Poison Dart is a problematic ability. It was designed because players were worried that popping out of stealth in the middle of the enemy camp might not be the smartest thing to do on the first turn, but the Assassin had no other options. I also like the idea of letting the Assassin set up their runes while in stealth, to make coming out of stealth a bit flashier. The ability works fine, but it has two problems. One is that the Assassin stays in stealth for too long, making it unlikely that the Assassin will ever get attacked. The other is that between Vanish and Poison Dart, the Assassin winds up with an overabundance of focus, making the most expensive abilities the most relevant. I plan to resolve this problem by combining Poison Dart and Vanish into one ability that doesn’t adjust your focus.
This new ability can be used in a bunch of ways. You can use it when you aren’t next to an opponent to set up your runes and close the gap; you can use it to put a mark on a foe and set up your runes; and you can use it from stealth for a chance to go right back into stealth. My thinking is that, as opposed to Poison Dart, attempting to remain in stealth is a risk, as you may not hit the moon rune you need. I should probably come up with a new name for this new ability as well, that better represents putting an Assassin Mark on your foe. Hopefully this will give the Assassin a number of viable opening moves, and will help resolve some of the other issues with the Assassin. Combining these abilities will also open up room to bring back Sure Strike, an old ability designed to combo with Assassin Marks.