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  1. #11
    @iStoop, I'm not sure why Ubi destroys any character lol, seems to be a habit of theirs.
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  2. #12
    Originally Posted by Vee63bMech Go to original post
    Hey Ubi.... What in the entire hell?! This update has broken Shinobi to the point that he's not even usable anymore. I'm not just another Shinobi main complaining or attacking with baseless conjecture. I honestly got so tired of Shinobi getting shafted that I started to keep track of every change to him with every patch and Live Update.

    Shinobi is classified as an "Assassin". His moniker of "HIGHLY MOBILE" is completely false!

    Allow me to lay this out for you Ubi, in your own words from all of the Patch Notes and add a bit of my own annotation to your "DEVELOPER'S COMMENTS". To simplify this and make it easier to see what I'm talking about, I'll even color code this.

    Everything in RED was a nerf, GREEN will be a buff, ORANGE will be bringing mechanics in line with global standards, as well as some that actually made his "HIGHLY MOBILE" title moot. My own comments in regards to Dev Comments will be BLUE. Simple no?

    TL;DR: Proof that the DEVS are breaking Shinobi to a point of not being usable. Revert the mobility changes for the once "HIGHLY MOBILE" Shinobi, give him his uninterruptible back, and maybe something like a Light > Heavy chain that can lead into Sickle Rain so you don't have to run from every fight or spend the next 17 years trying to pull off one Heavy attack, and who knows, maybe he'll be viable again.
    ______________
    Title 1.08 (6/1/17):
    Roll - [Bug Fix] Shinobi is now immune to Guard Break while rolling.
    Deflect - [Bug Fix] Fixed a bug causing the Shinobi to get stuck in objects after performing a Deflect.


    Live 1.08.1 (6/8/17):
    Double Dodge can no longer connect to Guard Break during last 300ms.
    Double Dodge Kick area of effect is now smaller.
    Double Dodge Kick stamina cost increased to 20 (from 5).
    Double Dodge Front Kick range reduced to 4m (from 4.75).
    Double Dodge Front Kick Uninterruptible stance duration changed to 300 - 600ms (from 200 -600ms).
    Double Dodge Side Kick startup duration increased to 600ms (from 400ms).
    Double Dodge Side Kick Uninterruptible stance duration changed to 400 - 600ms (from 200 -400ms).

    Developer comments: We’re adjusting Shinobi’s Double Dodge Kick in order to make it less dominant. The startup, range and area of effect adjustments should make it easier to dodge. We reduced the Uninterruptible Stance duration to make it more punishable with good timing. We’re also removing Guardbreak from Double Dodge as it was too easy to punish enemies anticipating to dodge the Kick. Finally, we’ve increased the stamina cost to prevent Shinobis from constantly spamming Kick – Back Flip.
    Shinobi's kick does absolutely no damage, the change in the Uninterruptible stance is fine, the start up time increase makes it highly telegraphed for people to dodge, the stamina cost went out of proportion, 10-15 stamina would've been manageable with so many stamina draining Heroes in the current roster.

    Title 1.09 (7/20/17):
    [Bug Fix] Shadow Strike can now hit external targets.
    Developer comments: Shinobi used to perform Shadow Strike on locked target, even after parrying an external attack, resulting in some extreme teleport situations. Now, Shadow Strike will target the source of the external attack after an external Parry.
    [Bug Fix] Tackle can no longer knock down allies.
    [Bug Fix] Tackle hit detection fixed.

    Developer comments: Tackle hit detection had problems that we’ve fixed to make it more accurate. We’re also removing its ability to hit friendlies.
    [Bug Fix] Sickle Rain now maintains current guard position.
    [Bug Fix] Sickle Rain’s last 3 light attacks no longer display the Unblockable icons
    .
    Developer comments: Shinobi had no active guard post Sickle Rain which could lead to issues, so we’ve fixed it in order to maintain the latest active guard. If you start Sickle Rain from a left guard, you’ll get back to left guard once the move sequence is over. We also removed the Unblockable icon on the last 3 lights. Since these attacks are not blockable and not parryable either, we’ve removed the icon to avoid confusion.
    [Bug Fix] Removed Unblockable icons from Moveset description of the following moves:
    Grab
    Grab Kick Mix Up
    Back Flip Grab

    Developer comments: Shinobi’s Grab doesn’t actually have the Unblockable property. So we’re removing the Unblockable icons from the Moveset descriptions in order to avoid any confusion. This update was actually a good update that kept the essence of how Shinobi should be while actually fixing the bugs, good job on this patch Ubi.

    Title 1.11 (8/15/17):
    Deflect:
    Teleport Kick range increased to 2.75m (from 2m).
    Teleport Attack range increased to 2.75m (from 2m).

    Developer comments: Shinobi’s Teleport follow-up moves will now connect if they are performed after Deflecting Orochi’s Storm Rush, Warlord’s Head Splitter Leap / Alternate, Raider’s Top Heavy, Valkyrie’s Hunter’s Rush. This update brought his close range attacks in line with the purpose of a deflect and made deflects viable.
    Backflip:
    [Bug Fix] In a mirror match-up, Shinobi can no longer Teleport if the enemy uses Back Flip after being Deflected.
    Developer comments: There was a bug in which one Shinobi who would Deflect into Teleport against another Shinobi who would Back Flip away caused very disorienting character positioning and camera rotation for both players.
    Guard Break:
    [Bug Fix] Counter timing on long range Guard Break is now consistent with regular Guard Break.
    Tackle:
    [Bug Fix] Tackle can no longer hit enemies on higher ground.
    Throws:
    [Bug Fix] Fixed a visual bug where characters would appear to partially enter obstacles when Shinobi would use a Throw while they’re right beside the obstacle.


    Live 1 (8/31/17):
    Shinobi's Tackle sprint speed requirement increased to 5m/s (from 3m/s).
    Developer Comments: Shinobi’s Tackle could be triggered very quickly after initiating Sprint because the speed requirement to enable the Tackle was low, causing exploits as we’ve seen on the Raider’s Stampede Charge. To avoid the same type of exploit on Shinobi, we’ve also increased the Sprint speed requirement to trigger Tackle.

    Title 1.14.1 (10/5/17):
    Double Dodge stamina cost decreased to 24 (from 29).
    Double Dodge Kick stamina cost decreased to 10 (from 20).
    Back Flip stamina cost decreased to 12 (from 17).
    Front Roll stamina cost decreased to 12 (from 17).

    Reflex Guard duration increased to 800ms (from 600ms).
    **Developer comments: We have noticed some players have difficulty blocking with the Shinobi. We have increased the timing of the reflex guard to facilitate the block but the duration is still shorter than other assassins such as the Peacekeeper or the Orochi. We would like the playstyle of the Shinobi to focus on dodge and repositioning instead of block. The stamina reduction on some dodge moves is meant to promote this playstyle.
    [Balancing] Health has been increased to 110 (from 90).
    Developer Comments: Shinobi gets a small boost to survivability here. The intention is to help it live after a mistake in 1v1 Duels, or survive a bit more damage in group fights.
    [Bug Fix] Reduced Shinobi's window to bump the opponent with the “Tackle” by 400ms.
    Developer Comments: Note that this doesn't make the attack hit any earlier, but shortens the amount of time the Shinobi can "late hit" the opponent.
    [Bug Fix] Shinobi now properly enters the unbalance state when they perform a “Grab” followed by a heavy attack and the opponent activates Revenge.
    [Bug Fix] Ledge drop animation fixed.
    [Bug Fix] Shinobi input for cancelling a charge edge case now fixed.
    [Bug Fix] Added the bleed icon on “Teleport” light attack and “Teleport Kick” in the Moveset page.
    [Bug Fix] Knees no longer clips through the ground during the “Epic Tantrum” emote.


    Title 1.15 (11/14/17):

    Guardbreak input buffer has been increased from Forward Dodge to make it more reliable.

    Title 1.17 (12/18/17):
    [Bug Fix] Opponent falls off the ledge if the Shinobi performs a "Grab" move near a ledge. This is now fixed.

    Title 1.18 (1/18/18):
    [Improvement] After any hit, the Shinobi did not reinitialize his charge when Heavy Attack is still held. Now the charge of the Shinobi works (in term of input) like the charge of the Conqueror for example.
    [Improvement] Shinobi is now vulnerable to guardbreak during the last 400ms (from 200 ms) of the “Front Roll Kick” Recovery.
    [Improvement] Shinobi could perform “Sickle Rain” combo on an ally. This is now fixed.
    [Improvement] When you perform a “Tackle” then lock your target just before the impact, your target was interrupted instead of unbalanced. This is now fixed.
    [Improvement] Reduced the tracking of the Shinobi’s “Tackle”.
    [Bug Fix] Shinobi was able to use his “Super Sprint” without consuming stamina for a short period of time. This is now fixed.
    [Bug Fix] Updated the “Super Sprint” animation on the Shinobi, fixed some animation issues going from “Sprint” to “Super Sprint” while climbing stairs.

    Patch 1.19 (2/15/18):
    Reduced backward movement during Parry Reaction to match other heroes.
    Developer Comments: This is so heroes with low range attacks can still connect, such as Warlord’s Top Light.
    [Bug Fix] Fixed an issue that caused the Shinobi to be interrupted by a Guard Break from an external attacker during the teleport behind his opponent after a deflect.
    Developer Comments: This was inconsistent compared to other characters deflect. Now, a Guard Break cannot interrupt the Shinobi during all his teleport (when he is invisible) and during the 1st part of his recovery (before he starts to turn in the direction of his target). Technically during the double dodge Shinobi is invisible, yet can still be guard broken out of the invisible phase of the double dodge.
    [Bug Fix] Fixed an issue that cause the Shinobi to send the opponent in the wrong direction after performing Charged Kick mix up while he is not locked to him.
    Developer Comments: The rotation speed of the target was too slow and do not have time to face the Shinobi when he hits him. Now the rotation speed is changed to allow the target rotation to face the Shinobi.
    [Bug Fix] Fixed an issue that caused the Shinobi Guard Breaks to sometimes affect the opponent behind his targeted opponent.

    Live 1.21.2 (3/9/18):
    [Bug Fix] We reverted the following change introduced in version 1.18
    [Improvement] After any hit, the Shinobi did not reinitialize his charge when Heavy Attack is still held. Now the charge of the Shinobi works (in term of input) like the charge of the Conqueror for example.
    Developer Comments: This change caused the Shinobi to be able to perform multiple Double Dodges in a row more easily than it was originally intended and made the timing to launch the kick much harder. Now, to restart a charge after any move or attack, the player must release and press the Heavy Attack button again.

    Title 1.22 (4/19/18):
    All Heroes:
    [Adjustment] Back Dodge
    Normalized all characters’ back dodge movement to 1.75m
    Normalized the Back Dodge length to be 1100ms (which can be cancelled at 800ms).

    Developer’s comment: Back dodge was too good, allowing players to easily and safely back out of combat. It also unfairly benefited fast Assassin characters. This nerf creates a standardized playing field for all back dodges across all characters, and makes it a tool that you now have to evaluate when to use. This goes against his "HIGHLY MOBILE" moniker, THE VERY THING THAT IS SUPPOSED TO SET HIM APART from the other Assassins. It also broke the ability to dodge backwards to force an opponent to dodge after you, and then dodge forward and kick. Yeah, it was a useful double dodge... That can no longer be done, because now it forces him to roll away instead of double dodge. you can now only DD left, right and forward, no more back and then forward. It's hard to understand, because if Berserker's niche is Uninterruptibles, and Shinobi's is supposed to be Mobility, why strip him of the very thing that makes him unique beside the useless ranged attacks?
    [Adjustment] Deflect
    While performing a successful Deflect, you have the “Deflect Defense” property instead of "Normal Block Defense” property, now allowing you to follow with another Deflect.
    Slightly reduced the movement during the Deflect.

    Developer’s comment: We noticed that using Deflect against multi-hit moves like Berserker's Zone Attack didn't feel as good as we hoped, since you Deflect the 1st hit but then are forced to automatically Regular Block the next 3 hits. Now, if you Deflect the 1st hit you'll be able to Deflect subsequent hits, including incoming hits against external attackers. We reduced the sideways movement so that you're more in-place, allowing you to count 4 Deflects against Berserker Zone Attack before launching your counter-attack. Shinobi's Teleport was made slightly later so that it didn't get beaten by multi-hit attacks.
    [Adjustment] Shinobi Backward strafe speed reduced by 30%
    **Developer’s comment: This is meant to be coupled with the global back-dodge nerf. We intend for characters to be less effective at avoiding combat.Again this goes against being "HIGHLY MOBILE", and even goes as far as contradicting your own Dev's words in Title Patch 1.14.1, "We would like the playstyle of the Shinobi to focus on dodge and repositioning instead of block. The stamina reduction on some dodge moves is meant to promote this playstyle." Just scroll back up and read it for yourselves if you don't believe me, or even better, go read the actual patch notes on the For Honor website.
    [Bug Fix] Fixed an issue that caused the Shinobi to perform an Out of Lock attack after a “Tackle” even after locking on his opponent. In this case, the “Sickle Rain” was not available after a “Tackle”.
    Developer’s comment: Now, when you lock during a “Tackle”, at the end of the “Tackle” the Shinobi will enter in his lock behavior. Therefore, if the Shinobi attacks, he will make his normal attack, which is the normal behavior when you enter into lock.
    [Bug Fix] Fixed an issue that caused the opponent to not perform external parries after parrying the Shinobi’s “Charged Heavy’s”. When a character parries the “Charged Heavy”, he can now auto-parry an external attack.
    Developer’s comment: Parry on the Shinobi “Charged Heavy” has now the same property than other parry. When a character parries the “Charged Heavy”, he can now auto-parry an external attack.
    [Bug Fix] Fixed an issue that caused a “White Shield” feedback to appear on the Shinobi after parrying a “Charged Attack”.
    [Bug Fix] Fixed an issue that caused the Shinobi to have no feedback when a Guardbreak fails due to the opponent being invulnerable (for example during an attack). We added the same feedback you have during a normal Guardbreak in the same situation.
    [Bug Fix] Kick now correctly checks if the opponent should be put into the specific hit reaction.


    Title 1.23 (5/17/18):
    [Bug Fix] Fixed an issue with the Shinobi to stand up too quickly after having his Long Range Heavy attack parried.
    Developer Comments: The falling to the ground animation was increased to 800ms (from 500ms). It is now the same duration than the Unbalance animation. Seeing as how he's light and supposed to be mobile staying down for 1 heavy would've been acceptable, but he's actually on the ground long enough for 2 heavies from Shugoki now.
    [Bug Fix] Fixed an issue that caused the Shinobi to sometimes miss the “Teleport Light Attack” when performed against specific attacks, for example the “Headsplitter Leap” of the Warlord. The range of the “Teleport Light Attack” after a Deflect has been increased to 3m (from 2.75m).
    [Bug Fix] Fixed an issue that caused the Shinobi to become “Unbalanced” after being parried even if his opponent is interrupted and does not perform the parry.
    [Bug Fix] Fixed an issue that allowed the Shinobi to perform a “Deflect” into a “Teleport Light Attack” even after going OOS during the “Deflect”.


    Title 1.26 (8/2/18):
    [Bug Fix] Fixed an issue that caused the Shinobi to be unable to Counter Guard Break after Heavy Finishers is parried.

    Title 2.03.0 (12/13/18):
    [Bug Fix] Fixed an issue that allowed the Shinobi kick an opponent affected by Jiang Jun’s “Dou Shi’s Choke”.
    [Bug Fix] Fixed an issue that prevented the Shinobi's “Teleport Kick” and “Teleport Light Attack” to hit after deflecting Jiang Jun's Sprint attack.


    Title 2.04.0 (01/24/19):
    [Bug Fix] Fixed an issue that caused the Deflect to not cause any damage to Hyper Armor.

    Title 2.06.0 (03/07/19):

    Slide Tackle now starts to hit at 600ms (from 300ms)
    Zone Attack’s 3rd strike can now be feinted.

    Title 2.10.0 (03/07/19):
    [Bug Fix] Fixed an issue with Shinobi being unable to cancel his second Dodge into Attack if the player queued a stance change right before the Dodge.

    Title 2.11.0 (07/25/19):
    Stance Change Standardized to other Reflex Guard Heroes' time of 1100ms (from 800ms)
    In all honesty, "Reflex Guard", no matter which Assassin used, is no longer a reflex. Merriam Webster defines REFLEX as an action that is performed as a response to a stimulus and without conscious thought... At 1100ms that is delayed, not reflexive.
    Long Range Grab no longer beats Revenge Activation

    Sprint Slide:
    Only has active hit frames for 400ms (from 600ms) You're literally halfway through the opponent’s legs before the slide actually hits now, for a huge stamina loss on top of it. Usually you get light tapped or GB out of it before the slide even connects.
    No longer beats Revenge Activation
    Victim can now activate Revenge during the hit


    Uninterruptible Stance:
    The following Moves no longer have Uninterruptable Stance:
    Backflip
    Roll
    Double-Dodge Kick
    Kick-After-Deflect
    Kick-After-Roll
    Sprint Slide
    Sickle Rain (including on Victim)

    Developer comments: Shinobi is already hard to hit, so we want to make Shinobi more vulnerable when hits happen. “Sickle Rain’s” change to be interruptible also follows our recent changes to Shugoki’s “Demon Embrace” - making bind moves interruptible on hit makes them less frustrating. Wrong, he is not hard to hit. Weak attacks, short chains, reduced mobility, delayed guard, unbalanced for far too long, useless range attacks; I actively avoid ranged attacks because it's guaranteed to leave him unbalanced, dodge delay makes his deflect useless now... In summation the movement and dodge nerfs with the guard changes and lack of uninterruptibles makes it easy to hit Shinobi. Not being uninterruptible, Sickle Rain never finishes anymore because everything will pull you out of it, and lets be real, Sickle Rain was his most dangerous move, high risk-high reward, even though unlike everyone else, it only targets one target at a time and doesn't have the ability to hit multiple people surrounding him. It's the longest startup on a heavy attack I've seen and the most work to even set up for it, and now it's not even viable in the gankfest that is FH, not to mention it's one of the attacks that cause bleed in his kit, and since I'm talking about bleed, let's not forget most bleed attacks can stack and his doesn't. His backflip now only moves him about the same distance as taking one step back, he might as well be doing a backflip in the same spot. Double dodge kick... Actually from the breach match I just had... It is now useless as that was his only opener, and without Uninterruptible, opponents don't even bother trying to dodge it anymore and simply light attack you right out of it. Heavy feint into deflect? Forget about it, all the timing changes make it to where his deflect is near impossible to pull off. At this current point he has no ability to survive a fight against even the Pikemen in Breach. Imagine being 1 hit killed by Jormungandr because of stamina drain, delayed guard/dodge, being easy to unbalance, and having the healthpool of a fly. No real ability to attack, defend, or counter. This is the current state of Shinobi, utterly broken.
    Thank you for the well-documented and detailed post. I was a Shinobi main, but since Ubisoft completely trashed the Shinobi with their latest patch, I stopped playing For Honor all-together.

    There is absolutely no way that I am playing this game or spending more money on this game while the Shinobi is in the current unplayable state. I cannot believe how much they nerfed the Shinobi into the ground, they killed every bit of viability that the hero had.

    The Shinobi used to be a little bit of a glass cannon and now he is just plain glass.
    He has no viable offense and no viable defense, even Non-Shinobi players can admit how bad this Nerf is.

    Eventually, I'm just going to uninstall this game from my PS4 if the Shinobi doesn't get improved within the next few patches.

    The current state of the Shinobi is utterly useless.
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  3. #13
    First of all, this is REALLY well made...like seriously...
    Second, the only changes i have agreed with shinobi is being able to revenge out of sickle rain and the loss of hyper armor on SOME moves, the rest absolutely murdered him. And for the hyper armor, i agree with it because he is supposed to be dodging and deflecting and such to counter, not trade considering his super low hp. Also the shadow nerf to his backflip is an atrocity.
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  4. #14
    @Valoredramack, I tested a few things and found that in a 1v1 i can still manage a win or 2 without blocking or deflecting since both mechanics are so delayed... Backflip and Crushing Front Roll are basically useless because it barely moves him anywhere, plus the fact that you have to throw a ranged heavy to even do Crushing Front Roll still sucks. "Shadow Strike" is sometimes viable because guard only has to be in the direction of the attack and guard doesn't have to be active to parry, but that's where the next issue comes up, sometimes Shinobi will parry, sometimes he'll start charging heavy even if you just tapped RT/R2. Also found that against the Jormungandr, Hulda's recovery from hits are so fast Shinobi can only start his backflip animation before being hit.
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  5. #15
    @p0wn3rki1, I'm with you on revenge to get out of Sickle Rain.

    TBH the only 2 move that could benefit from HA is his double dodge kick, HA negates the ability to light attack Shinobi out of it and forces opponents to actually dodge it instead of trading blows and eating the guaranteed Ranged heavy that comes after the kick and threatens further mix-ups from there. It helps to pace the fight when people have to do more than mindlessly spam tap RB/R1 to stop your only opener.

    Sickle Rain needs HA for group situations, but it's a bit more complicated than just saying it like that. In an ideal use-case scenario, enemy gank squads wouldn't be able to knock Shinobi out of Sickle Rain; Shinobi eats a couple of hits but manages to cause damage and get bleed on his target which usually sends that person looking for health, thereby breaking up the gank squad. If you're actually running with both Nukekubi and Yama Uba as your 3rd and 4th abilities, you actually regain a bit of stamina and health back which increases his survivability in ganks.

    Where as if one of Shinobi's teammates try to attack the target being hit by Sickle Rain it sets the target free and staggers Shinobi. @Ubi almost had it right when they made the move interruptible and remove the pinning when your teammates try to gank the poor soul already being hit by Sickle Rain, but by removing HA, they've effectively made it impossible to anti-gank with the current moveset @Ubi has given him.

    I would actually like if they reworked his deflect into something like, dropping a disorienting smoke bomb into a kama sweep, that way Shinobi will still induce bleed and adds the ability to unbalance an opponent, instead of the teleporting BS that disorientates even the user lol.
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  6. #16
    Here's a little bit of humor lol, but, I wouldn’t be surprised if @Ubi really did make these changes lmao.


    Here's the original post on reddit.
    https://www.reddit.com/r/forhonor/co...rom_next_year/
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  7. #17
    Originally Posted by Vee63bMech Go to original post
    Here's a little bit of humor lol, but, I wouldn’t be surprised if @Ubi really did make these changes lmao.


    Here's the original post on reddit.
    https://www.reddit.com/r/forhonor/co...rom_next_year/
    It wouldn't surprise me either, hopefully Ubisoft is paying attention close enough to realize that they over-nerfed the Shinobi.

    I'm just waiting for them to fix this mess so that I can start playing For Honor again. As a Shinobi main, I consider this game to be unplayable in it's current state. There is no fun in using a hero that has been nerfed into the ground and made to be unviable.

    Patch 2.11 completely killed the point in playing this game from my perspective as a Shinobi player.
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  8. #18
    Originally Posted by Valoredramack Go to original post
    It wouldn't surprise me either, hopefully Ubisoft is paying attention close enough to realize that they over-nerfed the Shinobi.

    I'm just waiting for them to fix this mess so that I can start playing For Honor again. As a Shinobi main, I consider this game to be unplayable in it's current state. There is no fun in using a hero that has been nerfed into the ground and made to be unviable.

    Patch 2.11 completely killed the point in playing this game from my perspective as a Shinobi player.

    Near as I can tell, the only thing they did was make the W.. Shinobi, less lethal when standing face to face and beating down characters far tougher than they. They still wreck my sh..tuff with frightening regularity and do TERRIFYING damage while seemingly able to withdraw from a fight essentially at will or just not engaging in the first place as they stand off screen and throw things and hurtful words at people. I feel like the reason for the nerf was that they could do all that... and didn't need it because they could just go toe to toe with classes who couldn't do all that and frankly SHOULD be able to wreck their face if they try it. I mean, I get it, your main was nerfed and that's no fun; I'm just not sure, from an outsider perspective; that they nerfed anything that you actually needed to still be scary AF.
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  9. #19
    I totally agree with you, honestly couldn't expect anything less from ubi knowing how disconnected they are from the faction in general. Over the past 10 seasons ubi has proved that assassins are the weakest class, bringing in tht new hero Jor where all u have to do is press 3 buttons to do massive dmg when shinobi must do complex mix-ups it really shows how dumbeddown this games gotten. Imo the reflex guard is the biggest and dumbest disadvantage, it'd make sense if it was given a faster block recovery time after a move even by a little. it just doesn't make sense to me anymore and this coming from a top 40 global shinobis planning on stepping down from the throne 😂😪
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  10. #20
    Assassins in general are not weak, just look at zerk, shaman and nuxia, there are just more lackluster heroes among them (like the 2 knight assassins). Shinobi is not a well designed character, with no available pressure, but heavily overtuned damage, so esentially not something an assassin should be (weaker defense, great offense).
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