Succession Hashashin Changes 27.03.2025
Example:
Most Hashashins see the following problems:
Optional:
Bugs:
Feel free to add other feedback or suggestions below.
Lets hope we get PAs attentions so we can enjoy our favorite class.
100% agree. There was no reason to remove AP from duneslash it's unprotected and helps us not have to rely on a 10s CD for Hourglass that gives us an AP buff for 10s. We should not have to use hotbar haladie throw in PvE.
Descent CD change is so necessary for example we cannot use descent at darkseekers for both the big pack and the little pack. If we do it throws off any sort of combo we are trying.
Aals dominion as a 3s-4s CD would be great as well!!
Love the suggestions Marv.
In PvE: Bring the tornados BACK! That was 60% of the main damage. They nerfed this and gave all other skills only 20-30% more damage—nowhere near enough to compensate. I loved the tornado spam mechanic; that’s why I played Hash for over two years. After the tornado spam nerf, the class now feels like every other one-trick pony...
To make up for the lost PvE damage, we now need a 35% increase on every skill. That’s what I calculated based on my combo testing—just to farm trash loot efficiently on Darkseekers or Ollun (solo damage test over time), like Hash did before the patch.
My trashloot on Darkseekers was with gold ls + Agris + 3 events 45k, now with gold ls + Agris + 3 events 35k.... with self AP
Olluns Solo test Dmg (faster is better) before 42-44sec, after patch 54-57sec
In PvE: Bring the tornados BACK! That was 60% of the main damage. They nerfed this and gave all other skills only 20-30% more damage—nowhere near enough to compensate. I loved the tornado spam mechanic; that’s why I played Hash for over two years. After the tornado spam nerf, the class now feels like every other one-trick pony...
To make up for the lost PvE damage, we now need a 35% increase on every skill. That’s what I calculated based on my combo testing—just to farm trash loot efficiently on Darkseekers or Ollun (solo damage test over time), like Hash did before the patch.
My trashloot on Darkseekers was with gold ls + Agris + 3 events 45k, now with gold ls + Agris + 3 events 35k.... with self AP
Olluns Solo test Dmg (faster is better) before 42-44sec, after patch 54-57sec
Most Hashashins loved the tornado mechanic, but it came with so many issues. Removing 2 of them actually made a lot of sense, as they scaled pretty badly. Long cooldown on Aals Breath and the time wasted for grouping them also did not help. Sadly they did not buff the normal skills enough to make it feel good. They left us with low aoe and mediocre damage.
I miss the tornados aswell, but only the visuals, everything else just does not work well.
Why did you have to change Hash at all!!! Was anybody complaining about the way the class used to work I know I sure didn't. One of my favorite things about this class over the past 4 years I've been playing it was that with every patch Hash was left alone. Everything was good hardly any adjustments at all which felt great I hated watching all these other classes have to get all kinds of changes over the years and it was so awesome just watching my class stay the same. As mentioned it plays like a new class I don't want to play a new class I want to play the class that I was playing!!!
After a week of testing PVP changes, i'm going to give my opinion on where the class is currently lacking after the changes.
- Stamina recovery issues.
- "Protected" damage issues; changing the "Chosen Blade" skill to frontal guard makes it almost impossible to use.
- 0 outplay chances without the "Hourglass of Death" skill CC.
- Protected recc issues.
- Movement issues without the "Sand Slice" skill's cancel on cooldown.
- Very short Iframe in "Prime: Sand Wrap"
I really agree with a huge majority of the post made. Well done and well structured. I really wish PA would pay more attention to the aftermath of their reworks. After almost a month after the changes; Compensation for the loss of two tornadoes really feel so lackluster. As mentioned in the post;
Please align Descent with Chosenblade. If we are to remain without nadoes, I really wish we could get slighty more buffs.
I don't know how people are feeling about our new Prime Piercing Tornado, but it has no benefit in PvE at all. Prime Rupture as mentioned in the post sounds like a great suggestion and would love to see it.
Furthermore the PvE iframe we have comes with extreme inconsistencies and we are just left with gaps. This leads to large frustrations when dealing with high Calamity difficulty bosses. Please add Tailcutter PvE iframe back or fix the inconsistencies.
Succ Hashashin used to be my go to class for high end PvE, and it truly just feels like a shame to have him changed so much and feel extremely mediocre compared to other high performing classes. It is quite honestly very frustrating to me as someone who spent countless of hours grinding on the class. Please bring him back.
I really agree with a huge majority of the post made. Well done and well structured. I really wish PA would pay more attention to the aftermath of their reworks. After almost a month after the changes; Compensation for the loss of two tornadoes really feel so lackluster. As mentioned in the post;
Please align Descent with Chosenblade. If we are to remain without nadoes, I really wish we could get slighty more buffs.
I don't know how people are feeling about our new Prime Piercing Tornado, but it has no benefit in PvE at all. Prime Rupture as mentioned in the post sounds like a great suggestion and would love to see it.
Furthermore the PvE iframe we have comes with extreme inconsistencies and we are just left with gaps. This leads to large frustrations when dealing with high Calamity difficulty bosses. Please add Tailcutter PvE iframe back or fix the inconsistencies.
Succ Hashashin used to be my go to class for high end PvE, and it truly just feels like a shame to have him changed so much and feel extremely mediocre compared to other high performing classes. It is quite honestly very frustrating to me as someone who spent countless of hours grinding on the class. Please bring him back.
The compensation for the loss of Tornado for PVP is the Anti Heal and AP buff on E buff Also the Air attack buff. for PVE its the AP on E buff and higher base damage on PVE.
So basically in PVP, to kill a Shai before was stacking 3 tornado damage over time on their face. now we have Anti Heal to kill a shai for PVP. it works similar way kinda. before its damage overtime, now we have to be more actively hitting them. same in PVE. we still have Aal's breath tornado. if you gain more AP it still works fine. also with the E buff AP. still works fine.
Also for the Tail Cutter PVE iframe they shouldn't bring back Tail cutter PVE iframe. cuz it'll be too broken and brainded to play it in boss blitz. cuz you can dash rmb, dash rmb, dash rmb infinitely since you regen stamina during Tail Cutter. What they have to do is Fix and Extend the right duration of PVE iframe on side dashes on both. Ultimate sand warp and prime sand warp. Just Fix the Duration of PVE iframe on those skill and itll be fine. cuz right now the duration of PVE iframe on those side dash isn't correct or its too short, especially on first dash the PVE iframe duration is shorter, then the 2nd dash has the longer pve Iframe. but both needs Side dash PVE iframe is not the same duration of the SA duration. the Duration of SA should have the same duration of PVE iframe on both side dash.
They just have to Match the Duration of Side dash SA duration with the PVE iframe duration Then it should be good that way, you can linger side dashes anyway plus it wont be too imbalance since you lose stamina using side dashes and wont regen stamina at the same time, its not going to be that imbalanced.
Unlike with the current side dash cooldown and when you follow up with Tail cutter it'll regen your stamina, itll be too imbalance since you regen stamina while inside PVE iframe tbh. Dungeons wont be that much challenging at that point. There will be no micromanaging stamina on PVE when they put PVE iframe on Tail Cutter again.
The compensation for the loss of Tornado for PVP is the Anti Heal and AP buff on E buff Also the Air attack buff. for PVE its the AP on E buff and higher base damage on PVE.
So basically in PVP, to kill a Shai before was stacking 3 tornado damage over time on their face. now we have Anti Heal to kill a shai for PVP. it works similar way kinda. before its damage overtime, now we have to be more actively hitting them. same in PVE. we still have Aal's breath tornado. if you gain more AP it still works fine. also with the E buff AP. still works fine.
Also for the Tail Cutter PVE iframe they shouldn't bring back Tail cutter PVE iframe. cuz it'll be too broken and brainded to play it in boss blitz. cuz you can dash rmb, dash rmb, dash rmb infinitely since you regen stamina during Tail Cutter. What they have to do is Fix and Extend the right duration of PVE iframe on side dashes on both. Ultimate sand warp and prime sand warp. Just Fix the Duration of PVE iframe on those skill and itll be fine. cuz right now the duration of PVE iframe on those side dash isn't correct or its too short, especially on first dash the PVE iframe duration is shorter, then the 2nd dash has the longer pve Iframe. but both needs Side dash PVE iframe is not the same duration of the SA duration. the Duration of SA should have the same duration of PVE iframe on both side dash.
They just have to Match the Duration of Side dash SA duration with the PVE iframe duration Then it should be good that way, you can linger side dashes anyway plus it wont be too imbalance since you lose stamina using side dashes and wont regen stamina at the same time, its not going to be that imbalanced.
Unlike with the current side dash cooldown and when you follow up with Tail cutter it'll regen your stamina, itll be too imbalance since you regen stamina while inside PVE iframe tbh. Dungeons wont be that much challenging at that point. There will be no micromanaging stamina on PVE when they put PVE iframe on Tail Cutter again.
My response's prime focus was on the PvE aspect of Succ Hash. I frankly care very little for PvP, as I've heard a lot of positive feedback. As stated in the post made by MadMarv. The tornadoes were a big part of our damage, and the compensation does not feel up to par. We lost big part of our AoE and the buffs feel lackluster compared to the top grinder classes currently. Ideally, you should be able to play any class for PvE, and have them perform same number in my opinion.
I believe a lot of my thoughts and concerns are very aligned with the post made by MadMarv. Slight buffs and CD reduction on Descent is what I would want for Succ Hash. Furthermore, I said bring Tailcutter PvE iframe back or FIX the inconsistencies. By bringing back Tailcutter it would obviously mean to revert some changes, as it now regens stamina. I am aware that people are fond of the change or that it has become an essential movement skill in our kit; so I'd rather have them fix the inconsistent iframe. I do linger the PvE iframe as much as possible, but you literally get knocked out of it due to inconsistencies. I'm confident that a majority of Succ Hash players, did not have a pleasant experience with high calamity bosses.
Your suggestions for fixing the inconsistencies seem valid and I would like for them to do something in that manner as well. But I really do feel like the PvE buffs aren't sufficient as we now have low AoE and mediocre damage. Succ Hash has for a majority of time always been "balanced" or a bit above average. I would like for it to be on equal footing with the top grinders for once, as I love to play on the class and would like to achieve as satisfying results as other classes with the same effort.