Move assassinate enhancement to lvl 12 core.
Move Measure the foe to tier 4.
Move Execute to tier 5 and change "assassinate melee attack" to "melee or ranged attack" and add: When living target is helpless kills instantly.
Add new Tier 5 enhancement - Student of anatomy: You get Intelligence to Damage with melee weapon attacks
That would be pretty balanced post update 22 game in my opinion.
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I like those.
My fear would be that with assasinate at level 12, why go past 12? Maybe also put in bonus to assasinate DC in the core at 18 and 20. Perhaps +1 at 18 and +2 at 20.
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On playing a rogue, I've had rogue splash on my main for about 7 years now. I also have a level 16 assassin (from when 16 was cap) that I let collect dust. Back then I did not feel the character was survivable enough and it just didn't compare with so many other options I had. More recently (i.e. the last year) I've done 3 pure assassin lives from the shadar-kai race. I love them. Great fun was had. I did full dex, then a dex/int (when I changed over my enhancement from dex to int) and then the third life wall full on-int spec.
CthrutheEgo's very good posts convinced me to trying commiting to full INT assassin. It does work, but it became too much work. I actually pushed out of shadowdancer and began running in Divine Crusader. Once I filled it up, I didn't go back to shadowdancer because I was not missing the assasinate ability and I was doing better damage.
This is part of why I really like the INT to damage idea. I'm fine with it being a tier 5. That would make you commit becaue it locks out tier 5 from other trees. So many other pre's are getting main-stat to damage, I think it is time for assassin's to get it too.
I think the SA available is good where it is (if we get INT to damage that is.)
I think a few extra points of assasinate DC somewhere would be good.
The stealth and assassinate mechanics need to go back to how they were before the fix to ranged agro.
Any assassinate attack needs to apply the "assassinate" first and foremost. ANY other weapon effects need to apply afterward so they do not break assassinate.
Mobs should not automatically see the assassin when there buddy dies. Neither should they stand there and do nothing. If there buddy is in their cone of vision, put them on alert and give them a listen and spot check. The MUST succeed the listen check to home on the assassin. The must actually suceed in the spot check to see the assassin. The auto target needs to end. The proximity of the buddy to the still living mob MIGHT give a bonus to listen or spot because they are "alerted" to the assassin's presence by the dead body which they saw.
Assassins need to learn to open doors while remaining in stealth and invisible.
Assassins need to learn to throw people, darts, rocks, arrows (whatever) to distract mobs. I.e. Get the mobs to use their "listen" check in the wrong area and go looking over there. This skill needs to work without breaking stealth or invis.
Multi-assasinates need to work.
Lastly, TWF seems to be getting the short straw lately. I worry that without the extra off-hand from tempest, twf rogues will fall farther behind. I don't think assassin's should get the last 20% offhand because that is the tempest benifit. Possible options would be, when using daggers or kukri's +xx% doublestrike or +xx% offhand (but only with the assassin weapons to keep it unique and not be just ripping off another pre.)