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Approval averages of the patch so far from our own member base have shown from moderate to negative, entailed by sighs of soiled hopes and dashed dreams with a patch that fixed select issues years in standing and avoided others (see Patch 1.13 poll). Positive feelings were common only among 16% of our member base, whereas negative opinions topped them at 34%, with the rest somewhere in the middle (based on the input of sixty-four members- if you have not participated yet in the poll, be sure to contribute here).Blizzard has stated that they take criticism in to account on the patch and that opinions are being read over by the Legacy Team and others (see official Blizzard representative response here), and rightly so. There is obviously no way short of global Internet failure that could quell the din of fans across the online community. Thankfully, a member at the official Diablo III forums (J2h) has summarized the alleged top suggestions for the patch that have not been met or been achieved adequately.
Quote from1) Runes need to be more obtainable. Although we appreciate the increased drop rate it simply is not enough. Aside from upping the drop rate[:] gambling runes, rune shrines, hell forge quest reward upgrade are just some of the ideas that have been brought up.
Drop rates for runes, specifically high runes, or HR's, were said to have been increased in the patch notes revealed by Bashiok (see The Wait is Over -- PTR Patch 1.13). Sixen later ran an article showing rough estimates of the actual increase from the base chance to find select high runes to their new chances of being found (see 1.13 Analysis):
Having played myself in Hell mode on the PTR now, I can safely say that I have found no HR's to date. Maybe the chances do need some more tweaking, or should they stay the same? Some contend that such a change is part of the down-scaling of the difficulty across the board of Diablo II in the latest patch, which falls nicely in line with J2h's fifth observed patch trend:
Quote from5) There is a concern [t]hat with respec, the removal o[f] Iron maiden and the nerfing of souls the game is becoming easier. I am sure this is debated although I have not actually read the thread myself.
The WilloWisp, or "Soul", as most players call it (for its other type, the Burning Soul), can be considered one of the most powerful and annoying monsters in the game, often a one-hit kill to the player with low lightning resistance. Even with a large amount of lightning resistance, they often spawn in swarms, such as in the Throne of Destruction in Act V, Hell mode. Even worse is when they spawn as unique monsters with Conviction auras or damage modifiers that augment their attack, often adding to their deadliness. In addition to high damage output, they drain mana in less time than it takes you to click a mana potion.
The official patch note on Willowisps states the following:
Official Blizzard Quote:
- Nightmare/Hell WilloWisps champions/uniques have had their damage greatly reduced.
The damage relief is obviously a help to tip games in the favor of players, but does removing this challenge favor easier play to an extreme and remove a major element of danger?
From themes of danger and challenge springs thought of character fortification. The prime method of doing so is, of course, leveling our characters. It looks like players on the broad are looking for a different kind of grind from the one many have been doing for years now (Baal Runs, anyone?), maybe even something better:
Quote from2) A new way to gain experience would be nice. The most popular way seems to be to make the cow level give more experience. There have been some other suggestions , one of which that jumps out at me is an endless end game dungeon and most would support it but I doubt it is something we will see.
The endless dungeon idea has been being tossed around even by our community for some time, especially in regards to Diablo III. Would this provide a refreshing way of leveling as opposed to the medium we've been using for years? Any form of grinding will ultimately become repetitive and boring, but perhaps in light of what we've been doing for many years now, any change would be a good change.
Quote from3) A way to stop bots spamming in games, channels and farming items. A captcha has been suggested but there seems to be a large % of the community against the captcha idea.
http://forums.battle.net/thread.html?topicId=21730685883&sid=3000
http://diablofans.com/forums/picture.php?albumid=55&pictureid=406&thumb=1
Now, this one I believe hit right on the bullseye. Bots, third-party programs that are run by computers to do repetitive tasks (at least in the scope of Diablo II), have been spamming our chat channels, spoiling our trade economy, and plaguing our games with advertisements for years now (with poor grammar and spelling, to boot!). To prove the point, I joined a random public channel on US East recently and took an image of an all-too-common scene (see right).Ways of avoiding bots, at least of the spammy kind, are possible. Creating single player games or games with high level requirements or passwords keep the typically low-leveled bots out of your games so you can go about actually playing the game without a field of tan to blot out your vision. These steps shouldn't be necessary, but be that as it may, are doable.
Bots that run games on an inhuman level, skipping through levels at the speed of light (tentative term) and milking bosses like they're going out of style, have a profound impact on the in-game economy, accelerating it within weeks of a fresh ladder reset to hyper inflation of goods and services. They have been around for years now with no working fix.
Right along side bots comes the issue of bugs, possibly even exploits, that soil the game for normal players, duelers, and people just trying to get through the game:
Quote from4) Bug fixes. While the biggest include TPPK, Aura stacking and drop barbs there are a number of minor bugs that would be nice to see fixed as well. There are a lot of details in these threads.
TPPK, or Town Portal Player-Killing, has also been around for years, with minor, half-hearted fixes coming from the patching team every so often, such as trimming the duration of projectile skills after using a Town Portal or entering town. Often used against the vastly weaker underbelly of leachers and followers in grinding games, the predator in question normally joins the party filled with prey to discover their location, quickly catches up with them, and in one fluid motion (either via a third-party hack or extensive practice) casts projectiles skills in the direction of the targets, sends up a TP, exits to town, and hostiles the party, with the residual projectiles taking the prey unaware and often killing them.
Aura stacking, which exploits a bug in the trade system, allows a Paladin and another player to enter the trade screen repeatedly to "stack" up levels on aura skills, letting the player reach ungodly heights of power. For obvious reasons, this is power is gained illegitimately and ruins the prospect of a fair competition field in dueling games for other completely legit players.
Quote from6) I am sure everyone would like to see new items as long as they are balanced with the ones we currently have. The more choices the more unique our characters can be. New Unique and Rune words have been suggested.
Of course, right along with Diablo II come fuzzy nostalgic feelings of acquiring vast amounts of stuff. Finding, trading, equipping, optimizing, and using items has been a mainstay of the Diablo franchise since its inception. As such, it's only natural that fans would request adding more loot to a loot-centric game.
Invariably, we would want to make sure that such gear would be both functional and affordable. The former is an echo of doubt from patch 1.11, which added one new runeword for armor for each character class. Most of these are hardly worth the investment of time or resources with what else is available. More intuitive modifiers and bonuses, though carefully balanced, would make items more ideal for use. The latter, affordability, would be an obvious concern for completely legit players, especially legit single player fans. Many of the newer runewords come at very high prices rune-wise, often requiring a couple if not more high runes. Unrealistic rune requirements encourage an immense amount of grinding and/or duping of runes to attain them. On the other hand, however, perhaps the difficulty in attaining such runewords makes having them all the better.
7) The enigma/tele debate rages on?€?
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What list would be complete without the relatively controversial topic of Teleport and Enigma? For years the legitimacy of Teleport, alone, has been questioned, which has heavily affected opinions of it in the upcoming third title (see Teleport, good or bad for D3?). With the Enigma armor runeword granting this skill to any character in the game that can afford the item, it has long been contended that the removal or altering of this item would drastically affect the in-game economy, level griding and MFing bots, and even duels. Teleport has long been the number one choice by the masses for transportation in Diablo II because of its mana cost efficiency at higher skill levels, the relative ease of attaining high mana regeneration rates, and its instant effect, all the better affected by Faster Cast Rate.With all that in mind, perhaps Teleportation needs some trimming, or perhaps Enigma needs some nerfing. You decide.
Quote from8) There is a lot of discussion about skill (single or tree) balancing. Here are some of the more popular threads. There are a lot more! Some of the things that keep coming up are Assassin Martial Arts and Druid fire skills,
- http://forums.battle.net/thread.html?topicId=21730685246&sid=3000
- http://forums.battle.net/thread.html?topicId=21730677745&sid=3000
- http://forums.battle.net/thread.html?topicId=21730676557&sid=3000
- http://forums.battle.net/thread.html?topicId=21730647612&sid=3000
- http://forums.battle.net/thread.html?topicId=21730685771&sid=3000
Ah, yes, and now comes the killer as related to characters: balancing. The magical word has eluded Blizzard for years in Diablo II, despite the innumerable suggestions and cries across the web to make non-cookie cutter builds more viable. Atypical character builds, while fun and a wonderful break from the dull redundancy of rehashing the same-old for character after character, could be viewed as suppressed playing styles for all intents and purposes. Tweaking things like synergy attributes, skill effects, and skill cooldowns can reshape the playerbase's mindset on how to build characters. Other potential limitations, such as monsters that are fully immune to specific (or all) elemental and attack types, restrict the air of open play that many of us wish would return to the game.
Lastly came a suggestion for a change to a manifestation of the Lord of Terror, himself:
Quote from9) There is little debate that the community no longer supports the way the Dclone spawn and Annihilus charm is obtain. It seems to be felt that it currently promotes duping. Although most players appreciate the experience and charm itself we would like would like to see this changed.
http://forums.battle.net/thread.html?topicId=21723845867&sid=3000
http://diablofans.com/forums/picture.php?albumid=55&pictureid=426&thumb=1
The big man, himself, requires an enormous toll. Thousands of Stones of Jordan, or "SoJ's", as they're more commonly known, are sold every moment on closed Battle.net in the hope of summoning this powerful adversary to your game (or even your server).The Annihilus Small Charm, resultant treasure of the defeat of the Diablo Clone, is a prize sought after for every build, offering an immense bonus to your character's attributes, skills, and resistances, all the while taking up a modest 1x1 space in your inventory. Sacrifice on the level of SoJ's required to summon the demon really only encourages duping many, many Stones, since the probability of finding one legitimately is already so low.
http://diablofans.com/forums/picture.php?albumid=55&pictureid=427&thumb=1
Duping in general received a hotfix in the patch notes but was rather skimpy on the details (see here). At the same time, it also admitted a wonderful detail about duping: the are other ways of accomplishing it. Such exploits take only the time and dedication of an ardent cheater to find. This, however, will hopefully stem the tide and buy us all some time.As for whether or not fans and players can be expecting any of these things to be addressed in the live PTR, patch 1.13, or future patches, Bashiok offered a smidgen of hope for the die-hard players that will play until the cows come home, hope that will hopefully prove reliable in the future, as opposed to those raised about the release of patch 1.13 (see WCIII Patch is Up- Diablo II Patch 1.13 Soon to Follow?):
Official Blizzard Quote:
We're being careful right now about posting replies (ie not doing it) because we can't commit to anything yet. There's been too much expectation around 1.13 already. We're still evaluating a lot of reports, a lot of issues, new or returning requests, and we'll have to make decisions on a case by case basis for how we'll move forward. It would be a mistake at this point to further raise expectations of requests/fixes that can't or maybe just won't make it in. To give you a small hint, nothing is going to happen or be decided until after the new year.
[...]
I also want to impress upon everyone that 1.13 isn't and never has been intended as a final patch for Diablo II. I realize with the long delays in getting it to PTR, and longer stretches of time inbetween patches that it seems like it's necessary that 1.13 encompass everything because, well, there's just no guarantee that anything will come after. Or in a timely fashion. But, there is a solid long term plan of action for future support of Diablo II. There's obviously plenty of room for skepticism, and I can't blame anyone for that. But even with that skepticism I hope that we can get the message across that we have no intention of stopping here.
Thanks goes to dunhac82 for tipping off the News Team!
Is this a joke? If summoners were the only builds enigma makes you wouldn't be complaining about it being op and unbalancing.
I'd take you up on the offer, but I only played a few weeks this ladder, I didn't feel like bothering when every pub duel was just full of people using that ias/fcr/fhr hack and auto aiming:(
What would you be proving here anyhow, that every build has weaknesses and the game is balanced? If you pwned zon, didnt change any gear at all, and let me switch characters, I could pwn you back just as hard. Same for what you'd use vs foh.
Last I played most of the sorcs were the noobs that couldnt afford enigma. If they did have a GG sorc, thats generally when sorb came into play, and someone switching to a magic/physical based character shortly after.
Also, as I remember things, hammer/smite/ww/boners/windies probably made up 80% of the dueling population. Notice...none of those builds can be negated via absorb...
I should have expanded a little before, but I was thinking something along the lines of lowering max res from 95 to 85, and capping % absorb lower, and maybe nerfing some of the items with big absorb number value. Its cool that you can optimize for different fights/situations, but I just think its lame when you can completely negate someone to the point that their attacks heal you. What reason is there to do it, other then you just want to be a dick to someone in a duel, its not like you ever need to do it for pvm.
You know...it sounda a lot like you've never tried a smite/foh hybrid. If your biggest gripe with pure foh is people in your face hitting you...why not give them a reason to think twice about coming at you so aggressively and wrecklessly? It works wonders shift smiting anyone who teles right on you, or charging casters who tele close by but out of smite range.
Notice either can bowazons but yet...where are they on your list?
Didn't waste my time with a v/t build cause its inferior. I may as well go pure smite. Charge/smite > V/t anyday. The Foh is only there to add a scare tactic or to get someone while they are running, it is by no means their made source of damage. Unless they are dueling a newb.
If you must know, I've been playing the game since its release, and I think enigma adds a lote more then it hurts...
Necroes, sure, enigma makes bone prison not very useful, but its 1 skill, and in exchange the entire summon tree becomes a hell of a lot more fun.
Barbs, it makes bva/bvc builds possible. Theres not even any barb skills/builds that become obsolete because of enigma. Even if you make a bvb, its still gonna have its uses. Something like conc kinda blows, but thats because ww's so much more useful, not becuase of tele.
Assassins, much like barbs. Kicks always gonna blow, since ww is just more useful. The only thing that really becomes pointless is df, but I just find myself not caring df is pointless, becuase...I have tele?
Druids, minion stack thanks to tele is totally badass for druids. SS druids kinda get screwed by tele in a sense, but not nearly as hard as they get pwned by ww/smite. The coolest feature of ss is rabies, but I'm sure you can imagine what happens when you hit someone with mass poison...and it would be done as easily with or without tele.
Paladins, thanks to charge, tele actually adds a lot less to the paladin class as it does to other classes. Paladins are also widely considered by most to be the most powerful all around class in pvp, so I can't see how a piece of gear that boosts other classes more then the one thats already on the top of the food chain is a bad thing.
Zons, tend to be the fastest runners, and have the best damage mitigation. Dodge skills can work for anything, even spells, and unlock clawblock, work while your moving. They have access to using a max block shield on top of that. Any decent zon build is capable or throwing/shooting across the screen, so not being able to catch someone should never be an issue. They still have access to tele...its just, good zons often opt not to use it because hey dont need it and would rather focus on other stats then worry about fcr.
Sorc, probably the only class that actually gets hurt by enigma. But...in a gm duel sorcs are still viable even with other classes gaining tele. Being able to stack so much max res/sorb that a sorc heals you is the sorcs problem, I'd rather see sorcs problem fixed at the source of the problem, then removing enigma, which means itll just take me longer to catch you while i sorb you.
Right next to a ghost.
not being one of the most numerous builds =/= not good
Some builds just require more knowledge and skill to play effectively, so naturally, they aren't going to be as popular.
Like I just said...some builds may require more knowledge and skill to play effectively. If you can't figure out how a build that can force your opponents to need stacked light res and phys res/max block(even smite/foh hybrids can use charge ya know), or have a huge weakness you can exploit could ever be any good, I don't think I really wanna waste the effort trying to explain it to you.
If you played from release then you are aware of when lances came out and you are aware that speeder lance barbs > casters. You can very EASILY make a bva with no enigma, it's called run walk.
With CB, fade, weapon block, traps, shadow, ow, venom, a good kicker can kill a ww sin. WW will still be useful without tele, and kicks will be alot more useful, people just don't know how to use them apparently.[/quote]
Druid minion stack is a glitch and a glitch you wouldn't have to worry about since there would be no teleport or very little of it, and id say Fire claw is the best feature of a SS, extremely fast attack and insane damage.
Assassin>Paladin in every aspect. Charger charges in he gets trapped and mb and taken out. Paladin desynches he gets mb'd and trapped and taken out. Foh tries something he gets mb and trapped and taken out. Barb is only class that stands a real chance vs the assassin unless a sorc can scope her out.
Zons are fastest runners only with an inv full of frw. Their evades constantly lock up on them and result in them dying cause they are frozen in an evade lock. Zons run fast, but guess what people tele faster.
Fix sorb and give enigma charges, and problem is fixed.
You wear one tgods or a wisp projector and your v/t = garbage. If his foh damage is even notably strong. Which when you are in his face he won't be foh and then he will be smiting trying to hit you. In which case with teleport it is damn easy to flank him and circle him and attack him as he stutters to pull off smites to try and hit you. V/t = failed build compared to a tele smiter , or a charger that backs you into a wall and smites. The FOH part plays no role vs any good character. You should be able to get good sorb and stay perfectly fit on your dueler, I make my guys to take on 7v1, 1v1 is a waste of my time so I am always ready to kill multiple elements and types.
The guy that despises people running to town, giving people one more reason to run to town, try again.
BvA = BvC with max block set up available
BvC = enigma barbm dex for gear only, all vit
Your uh, not a BvA with no tele and no block, try again.
[/QUOTE]
I must be bad at math. A wwsin puts 0 points into ww. A kicker puts 20 points into kick. I always thought that left a wwsin with 20 more points to put into weaponblock/venom/traps/fade. Doubt you'd ever put more then one into shadow, cb sucks for pvp, and ow is dot, ww is easier to connect with, I'd take the dot on the skill thats gonna give me an easier time to apply it anytime. Not to mention, if you happened to get someone jammed in a corner with no escape so you could kick spam, ow is near worthless at that point. Good effort, but...try again.
Oh, then it must be one of those intentional glitches thats been going on with tele forever, that I've never heard called a glitch until now, and that just so happens to work on anyone with a merc/minions. Not quite as much effort as the previous attempt, so put forth a little more effort and try again.
Lol so the guy that thinks smite/foh hybrids suck...thinks its impossible to kill an assassin with a paladin...your cute:) Btw, try again!
I know I know, desynching while running is worthless. Spamming out 6.5k+ guided attacks or 4k+ area attacks, and having over 70% crit is worthless. Having a throwable mass poison attack is worthless. Having access to a sweet lighting melee hit and being able to throw lightning is worthless. Having dodges that sometimes get you stuck in dodge animation for a moment, but only when your in a situation where you'd have just taken a pounding without them anyhow, is worthless. You also don't have to put points into them if you dont like them...I guess zons are just worthless though, nobody should play one.
I get it now! Every build your not good with sucks.
So it is impossible to get block chance, and vita, and run walk and kill people without teleporting around...cause you know teleport magically gives you block chance now? Or does it magically give you life? Or maybe it magically makes run walk nonexistant? Maybe you need to learn how to build a barb?
20 points which you will dump into...what? Nothing? You keep your level 1 ww and ill keep my smite damage/speed kicks and let's see who wins.
Oh yes I am sure it is designed and coded to make sure that wolves take hits before you do. Of course it is, much like the golem is designed and coded the same exact way unless you don't namelock when you attack a necro. No way is that a glitch. Im so foolish to think that!
Haha...you really think your foh/smiter is gonna kill a top tier assassin? Your foh will do no damage, and your smite...forget it. You won't get to pull 1 smite out without getting smashed with mb and traps and dying kid.
They are worthless. Zons dominated the dueling arena from 1.01 - 1.09. After that they became garbage. They got nerfed so hard that they became useless. Bring the best zon on east and ill smash it with no dr on the worst caster on east with just enigma. My naked druid with just enigma alone will 10-0 any zon you got buddy. *VladDracul anytime.
Judging by how you are talking about kickers and your foh/smite builds and how you think zons rule...maybe you are just not good?
*VladDracul anytime you wish to prove me wrong. I have no characters but a barbarian that needs to be leveled to wear gear and a druid with just enigma but that is plenty enough to prove my point that my barb will smash whatever you got with no enigma and my druid will smash whatever you got with just enigma.
Its impossible to make a BvA with no enigma. A BvA teleports. You can make good barbs with no enigma, but you are not making a BvA.
Considering a wwsin is one of those builds that if you leveled to 99, no matter how you built it, you'd end up thinking dam, I wish I had more skill points...its not hard at all to make good use out of those 20 points.
However with that being said...its obvious, one more build you don't understand, and one more build you underestimate.
Agreed! Don't forget mercs are also coded this way. Also, don't forget there are ways to move minions...
Yes, I'd expect to win this one 100% of the time if they're a pure trapper and relying on traps to kill me. I'd just sorb them. They can't sorb my melee, simple as that.
Imagine that, you have charge/smite to fall back on when your not a pure foh'er with a faceted scepter that does awful melee damage and has no ias, when could you possible ever use some silly little feature like that to your advantage.
lolz, if you even got on my screen you wouldn't be there long enough to do anything with 0 fcr/0 fhr.
This is about the time, everyone who hasnt already, realizes your trolling.
Lol mighty brave of ya to keep challenging me when I already said in this thread I haven't bothered this ladder...too many people hacking in duels:P
Who knows though, maybe if I have some time this weekend I'll start from total scratch and pwn your enigma only druid with a zon, and pwn your no tele barb with whatever I feel like using:P Its kinda stupid to start now seeing as to how its probably gonna reset soon, but I'm feeling kinda tempted just to let you realize your clueless:P What realm are you on btw...
Every character can say that but how useful would that extra 20 really be?
What are you gonna get? More trap damage? Which according to you is oh so easy to absorb.
Even with sorb you would lose. They would merely chip damage you to death no problem. And guess what...what if they used kicks or ww...damn thats melee and cb and ow and pois...absorb that? Your dead 9/10.
Imagine that I have traps, mb, shadow mb, and ow, and pois....I hit you..I stun you...you bleed to death..I hit you...your dead?
You underestimate how easy it is to glitch a zon.
Im still waiting...naked druid only enigma.
Yea cause my level 1 barb is very scary and my naked druid is fully geared right? I am like super pro at the moment no doubt!
East Softcore Ladder till it rolls *VladDracul or *Obituaries
Kickers don't get 20 into kick moron, you get just enough for 3-4 kicks max after skill increases off items,battle commands. So you don't continually spam kicks like maxed out zealers used to do, until someone cried and fixed that in a patch. Allowing them now to max it and have it be beneficial. Ever hear of blade shield? It transfers venom/open wounds. Hell mode doubles duration of poison i.e venom making it 2x stronger. Kicks have stunnability and completely ruin casters, ww has the ease of use. You'd never make a pure kicker sin because youre wrong about skill points, you have so many left you can make a trapper/kicker doing well over 10k traps, maxed venom, over 60% claw block, blade shield over 4k life full damage reduce,resistance, open wounds,deadly strike,crushing blow and literally destroy any character. Don't say you can't because ive been there done that. If you wanted to really be a loser about it I could just ooooh say go to my stash swap off my fury/trap claw ive been using for kicking and put a similar chaos on and go ww around weeeee lookz at me guiz! An assassin of this calibur requires alot of wealth and isn't some welfare pos like 99% of the paladins you see running around and it actually requires skill. So no not everyone can do it so you can use that in your arguement. But ive also been on welfare trappers that I did the same thing with minus the kicks, ruling games, accounts that is.
A paladin is hard to stun thus hard to catch in kicks. Kicks have the fastest fps attack speed in the game after their initial hit connects, controling a face to face or block locking a paladin if it came to it. But you'd much rather trap them to death even if its just chip dmg here and there. But if you say you'll absorb it, you can't absorb the open wounds/venom applied without even hitting you. I just have to get near you for blade shield to apply a hit which is easy even in a drive by teleport or an attempt to kill you flat out.
You seem to have a pretty narrow outlook on things probably haven't played much before .10 and all these bs builds kicks cookie cut today. Yea a paladin could have sick defense, be a foh/smiter but it doesn't matter man. If you really want to be a dildo about it even a pure light trapper with fire bombs can give you a fuss. Or if you think absorbing is the only way to defend your claim that assassins aren't the most diverse and best characters in the game in the right hands. I wouldnt even waste my time chipping you to death til you decided to run to town. Id just s/e come back with my necro/barb and wreck your pos paladin and/or entire account til you decided to leave.
Just wanted to add good luck "moving" my revives off my necro while you're dead in a second. A kicker,trapper,any caster or a fast continuous melee can perma stun a zon in her own evades til she dies EAAAAAASILY. That would be damn hard without enigma due to the infamous r/w desynch of pre .10 and was really never an issue until everyone could teleport. But dragon flight sins and sorceress's could still do it.
PvP is fine, if you say PvP is tacked on then as is Bnet and Trading, both have very little work done to them to qualify as major parts of the game or anything greater to them then PvP has going for it, only difference is that PvP can be manipulated by the community to be what they want it to be.
Reworded for forum friendly:
BvA was a term implied far before 1.10 and teleport isnt a factor whats so ever. BvCs are crap and the extra 500 or so life you get over a well equiped,stated BvA won't give you any more of an edge.
Kickers don't get 20 into kick, you get just enough for 3-4 kicks max after skill increases off items,battle commands. So you don't continually spam kicks like maxed out zealers used to do, until someone cried and fixed that in a patch. Allowing them now to max it and have it be beneficial. Ever hear of blade shield? It transfers venom/open wounds. Hell mode doubles duration of poison i.e venom making it 2x stronger. Kicks have stunnability and completely ruin casters, ww has the ease of use. You'd never make a pure kicker sin because youre wrong about skill points, you have so many left you can make a trapper/kicker doing well over 10k traps, maxed venom, over 60% claw block, blade shield over 4k life full damage reduce,resistance, open wounds,deadly strike,crushing blow and literally destroy any character. Don't say you can't because ive been there done that. If you wanted to really be a loser about it I could just ooooh say go to my stash swap off my fury/trap claw ive been using for kicking and put a similar chaos on and go ww around weeeee lookz at me guiz! An assassin of this calibur requires alot of wealth and isn't some welfare character like 99% of the paladins you see running around and it actually requires skill. So no not everyone can do it so you can use that in your arguement. But ive also been on welfare trappers that I did the same thing with minus the kicks, ruling games, accounts that is.
A paladin is hard to stun thus hard to catch in kicks. Kicks have the fastest fps attack speed in the game after their initial hit connects, controling a face to face or block locking a paladin if it came to it. But you'd much rather trap them to death even if its just chip dmg here and there. But if you say you'll absorb it, you can't absorb the open wounds/venom applied without even hitting you. I just have to get near you for blade shield to apply a hit which is easy even in a drive by teleport or an attempt to kill you flat out.
You seem to have a pretty narrow outlook on things probably haven't played much before .10 and all these bs builds kicks cookie cut today. Yea a paladin could have sick defense, be a foh/smiter but it doesn't matter man. If you really want to sorb it, even a pure light trapper with fire bombs can give you a fuss. Or if you think absorbing is the only way to defend your claim that assassins aren't the most diverse and best characters in the game in the right hands. Then maybe you need a new argument.
Just wanted to add good luck "moving" my revives off my necro while you're dead in a second. A kicker,trapper,any caster or a fast continuous melee can perma stun a zon in her own evades til she dies EAAAAAASILY. That would be damn hard without enigma due to the infamous r/w desynch of pre .10 and was really never an issue until everyone could teleport. But dragon flight sins and sorceress's could still do it. Then again you know minions stacked on top and taking damage first is no glitch correct, this was all planned so every character that relies on attacks that arn't aoe are useless vs any minion holder.