This is already permitted in the newly-clarified PvP rules; a group can be in stealth/invisible and be ready to strike as long as one member of the group is visible and interacts in a hostile manner with the target.AstralUniverse wrote: ↑Sun Apr 03, 2022 8:50 amInteresting stuff. I'm curious whether or not its a fair game for an assassin to stand in stealth while another pc provokes their target into pvp, then jump in just to secure the kill. Seems sketchy, but then again this entire class is meant to be sketchy... sorry if this was already answered and I missed it.
And, frankly, a large part of why I'm a little leery of the new system in terms of the stated goal of "incentivizing more roleplay between assassins and their contracted targets". The new system incentivizes this, and if the target misses the popup in the combat log that says they've been assassinated, they could easily be killed and never know there was a contract on their head...and even if they do notice the message in their combat log, that's OOC information, not information the character knows, so that's going to spark as much RP as any seemingly-random PvP death.
The old system guaranteed the possibility of the target RPing trying to respond to the contract because the guild would inform them; the new system makes it very easy for them to never know and therefore do no RP about it. The new system effectively removes the requirement for the assassin to RP anything that specifically indicates "I'm going to try to assassinate you;" they just have to RP hostile intent the same as any other PvP encounter (which is very often limited to the 60 seconds before someone hostiles). While an excellently-roleplayed assassin definitely has more creative space with the new rules, without any clear requirement that they step up in the areas where mechanics have been removed, the new rules incentivize minimizing RP to increase chances of a successful kill payout.