Vancomycin
11-19-2008, 08:51 AM
A short suggestion here:
Tanks never use their group buffs (Hold the Line, etc...) to defend large groups for a few reasons:
1. It burns too many action points/sec.
Proposed solution: For everyone the tank is buffing, give some of those AP back so that teamwork and strategy is rewarded. Assuming it burns 20 AP a second, just give 2 back per teammate buffed.
2. The buff is great for a tank, but melee just strides right past and still takes down the healer. The tanks can't stand watching this. The tank usually gets bored just standing there because they feel like they're doing nothing.
Give the tank the ability to somehow slow or obstruct the path to the group members behind them. Either have an action button pop up that basically used the shield to slam an opponent to the ground for 3 seconds or a dramatic slowing effect for enemies within 30ft of the tank, something to the tune of run speed being 20% of what it was without it.
3. Nerf all knockback for healers and tanks and squig herders and whatever other classes have it. The distance thrown is way too high and all it's used for is putting people in lava. A smaller knockback with a stun/slow effect for a few seconds would be much better. Makes sense, a guy get's knocked back 10 ft instead of 30+ft, and when they land, they're stunned for a few seconds.
Ok, that's all.
Tanks never use their group buffs (Hold the Line, etc...) to defend large groups for a few reasons:
1. It burns too many action points/sec.
Proposed solution: For everyone the tank is buffing, give some of those AP back so that teamwork and strategy is rewarded. Assuming it burns 20 AP a second, just give 2 back per teammate buffed.
2. The buff is great for a tank, but melee just strides right past and still takes down the healer. The tanks can't stand watching this. The tank usually gets bored just standing there because they feel like they're doing nothing.
Give the tank the ability to somehow slow or obstruct the path to the group members behind them. Either have an action button pop up that basically used the shield to slam an opponent to the ground for 3 seconds or a dramatic slowing effect for enemies within 30ft of the tank, something to the tune of run speed being 20% of what it was without it.
3. Nerf all knockback for healers and tanks and squig herders and whatever other classes have it. The distance thrown is way too high and all it's used for is putting people in lava. A smaller knockback with a stun/slow effect for a few seconds would be much better. Makes sense, a guy get's knocked back 10 ft instead of 30+ft, and when they land, they're stunned for a few seconds.
Ok, that's all.