by q 3 on Tue Aug 16, 2011 9:36 pm
I like that the Assassin's first strike is different than the Rogue's - even now they're a bit too samey, the only real weaknesses for an Assassin being corridors and map edges. But map edges as a weakness does feel rather arbitrary, especially when (1) an early WEYTWUT can remove that weakness for an enemy that you don't intend to fight until much later, and (2) nothing else works - knockback and ENDISWAL are ineffective at map edges, and even cowardly enemies tend not to run away from edges, so unless it blinks you're out of luck if you don't have WEYTWUT.
I would suggest giving Assassins a weakness that the player has more consistent control over - for example, give them first strike only against monsters that are not adjacent to other monsters. That still leaves WEYTWUT as an option, but it also makes knockback and just killing the adjacent monster into options, and makes cowardly and blinking enemies a bit more interesting (both good and bad for player, potentially).