Assassins Martial Arts Finishers Guaranteed Hit

Creating a separate post for this bug to raise visibility.

On D2R, all martial arts finishers (Dragon Talon, Dragon Claw, Dragon Tail, Dragon Flight) are guaranteed hit (despite the skills listing % attack rating boost). They ignore defense, shield block, claw block, and dodge on amazon - meaning these skills bypass all other game mechanics that are normally used to mitigate attacks. No other skill in the game works this way. When paired with stun from mind blast to fhr lock a player, it is crazy overpowered to kick someone from full to zero health in under a second, even with only 1 point into dragon talon and 1 point into venom on a trap assassin. For this reason, in most pvp settings kicks are considered BM until the issue is addressed, and we are hoping this resolution comes sooner rather than later.

It’s really unfortunate for the sin community at this current stage, and we are hoping that the martial arts finishers will function properly by patch 2.4 so that people may enjoy the buffs to charge-up skills in a pvp setting as well.

Old description from misc bug report thread:

Assassin Martial Arts Guaranteed Hit - Still Broken
For the assassin martial arts finishers (dragon talon, dragon tail, dragon claw, dragon flight), in D2R these are guaranteed hit and ignore defense, block, and dodge in PvP in the same way Smite functions. This is insanely overpowered and as a result, they have been banned in most pvp settings whereas the skills previously were a major part of the assassin’s toolbelt. An assassin with level 1 dragon talon, burst of speed, and venom is strong enough to kill fully built melee duelers and also can kill end game PVM like the game is set on easy mode. In original Diablo 2, the skills require attack rating and are blockable/dodgeable.

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I vouch this post, we need to keep PVP in mind when considering all work being done to D2R.

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Completely agree.
Along with what is said here, they can go ahead and put Smite back to normal where Dodge/Evade/Claw Block is able to avoid it. Allowing it to surpass Dodge/Evade/Claw Block was a bad idea in D2r.
Furthermore, D2 is not a game that needs a bunch of unblockable attacks all over the place. It’s a bad trend. Please stop doing it before it gets out of control.
~ thanks.

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If the intention is to buff martial art skills, consider buffing the damage output rather than making it unblockable/ignore target defense. This makes the skill very powerful with combined with trap stun. If this was not the intention, please revert the skill back to how it was in D2 LOD.

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Agreed, please revert the martial art skills back to how they functioned in D2 LOD. These skills should be making hit checks based on attack rating, and they should certainly be blockable.

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Agreed. During the dev stream they talked about buffs to charge up skills which is a good thing, and I am not sure if MA finishers being 100% hit is related to that but seems unnecessary. They were always the only part of sin martial arts that were actually viable for pvm/pvp.

I can attest that this breaks PvP in low level dueling as well (level 30).

I agree with the suggestion above that it should be made blockable, but have it’s damage increased. It’s cool that kickers are viable for once compared to original game, but it’s too strong to the point where PvP GM rule list has to be changed to make it fair for everyone.

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vouch, please send help

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please fix this!

if this change, whirlwind hit checks, and wsg were reverted to how they are currently in original D2, D2R would be amazing!

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