Tanks throw abilitys needs to slow
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Tanks throw abilitys needs to slow
Can you please add a slow effect to the throw of the tank class its hard enough to fight ranged as it is & even more so with no ranged so to help close the gap even a 20% slow would help a lot cause as it stands now ranged will just kite you all the way to PvE or WC to find guards & as soon as you have to turn away the just laugh & keep dpsing you while you can do literally nothing while the dance in & out of camp guards range, flee action pot is not meant to be the only gap closer a tank has
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Re: Tanks throw abilitys needs to slow
tanks have speed proc on 2 handers, use that
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Re: Tanks throw abilitys needs to slow
I hope this is troll as well=) Spec Quick escape from renown. Weve had Lotd for a quite some time now. Why we dont have the best aspects of Lotd is baffling to me. Cant be that hard to have the Lotd Tombs that can be invaded/Defended and is actual 6v6 and both grps are created by yourselfs so there really cant be complaints about random bs. Dont add the Colossus talismans add Colossus set, which should be 3pc Original Overlord/Imperator lvl power. Nowadays having things like old 2pc bonus For dps Wp/Dok 25% Cooldown off from rend soul/Divine assault would be so good if the skill was not bugged and worked like originally!
Also Lotd Happening only on Weekends(same With City Timer) is really bad. I havent even mentioned the Bestest thing in lotd which is Tovl+Colossus<3 Also it can be invaded and defended so actual 6v6 again, there is no need for grp ranked if we have original Tombs/Tovl as you can park your chars there and log them when your realm has no access to lotd.
And this was so, i mean so fun. The Current lotd is sad for me, and that is weird of me to say because i never was pve guy, but Tovl/Tombs/First Iteration of City Siege which was all Pve after you won Stage one. Probably nostalgia on actually getting to kill the KING. and 5 Sub-bosses dropping Bis Wpns, as Did Warlord boss as well.
i have no idea how i ended up here, probably because thinking this is atroll i might as well talk about anything and this flowed out:D
2H tanks "not being dps" is never heard before, original and groundbreaking
Also Lotd Happening only on Weekends(same With City Timer) is really bad. I havent even mentioned the Bestest thing in lotd which is Tovl+Colossus<3 Also it can be invaded and defended so actual 6v6 again, there is no need for grp ranked if we have original Tombs/Tovl as you can park your chars there and log them when your realm has no access to lotd.
And this was so, i mean so fun. The Current lotd is sad for me, and that is weird of me to say because i never was pve guy, but Tovl/Tombs/First Iteration of City Siege which was all Pve after you won Stage one. Probably nostalgia on actually getting to kill the KING. and 5 Sub-bosses dropping Bis Wpns, as Did Warlord boss as well.
i have no idea how i ended up here, probably because thinking this is atroll i might as well talk about anything and this flowed out:D
2H tanks "not being dps" is never heard before, original and groundbreaking
Last edited by akisnaakkeli on Tue Aug 06, 2024 5:38 am, edited 1 time in total.
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Re: Tanks throw abilitys needs to slow
Are you talking about 1v1 ? With what tank ?memesperg wrote: ↑Tue Aug 06, 2024 3:03 am Can you please add a slow effect to the throw of the tank class its hard enough to fight ranged as it is & even more so with no ranged so to help close the gap even a 20% slow would help a lot cause as it stands now ranged will just kite you all the way to PvE or WC to find guards & as soon as you have to turn away the just laugh & keep dpsing you while you can do literally nothing while the dance in & out of camp guards range, flee action pot is not meant to be the only gap closer a tank has
Tanks are, at the moment, really mobile (and hard to control) since the nerf on AoE snare, the buff on their Juggernaut and the introduction of skill like We'z Bigger + Linecraka ! or Avenging the Debt (snare/root immunity for 3sc + cleanse) and Oathstone (100% block + Immovable). You can still add Quick Escape (or a speed proc weapon) on top of that.
Giving them more capacity to catch RDPS, just because in a 1v1 situation you didn't manage to catch a RDPS that kite properly, will be bad for the other game modes (open fight in RvR and SC).
Re: Tanks throw abilitys needs to slow
So the OP appears to be actually serious.
Also, tanks already have abilities like Heaven's Fury or Quake to help catch kiters. Not to mention speed proc weapons, Improved Flee, Quick Escape.
Also, tanks already have abilities like Heaven's Fury or Quake to help catch kiters. Not to mention speed proc weapons, Improved Flee, Quick Escape.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."
— Azeila, Alluress of Slaanesh
— Azeila, Alluress of Slaanesh
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Re: Tanks throw abilitys needs to slow
If the enemy DPS/Healer just popped Flee to prevent you catching them(and you cant catch/snare), then turn around and ignore them. They will rapidly run out of AP and provide no threat/benefit.
1v1 is irrelevant. Play with a group, no one class should have everything...
Edit: Btw, Destro tanks already have a snare proc on throw axe via DoK...
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