Damage from tanks is not of critical concern imo.
What gets lost in translation with these classes is while I'm mashing my direct damage abilities on my tank -- frustrated it not being able to take down a target -- I have several other abilities that hinder the targets ability to function and support the party.
I.e. increase cast times, increase cd, increase setback, debuff healing, multiple interrupts, kd, punt, snare, root, debuff damage (dps healers), shatter enchantments/severe blessings), morale drain, increase damage receiving, buff team mates damage output.
All while being within a stretchy 30ft guard range, which is a constant responsibility you have while trying to kill things, ready to swap at short notice.
The kd - taunt - damage channel ability is potentially costing the tank several seconds that has a opportunity to use more impactful abilities for their group/warband.
Bring back damage to this game
Re: Bring back damage to this game
Knight 8x - IB 8x - SM 8x / Chosen 3x - BO 4x - BG 5x
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Re: Bring back damage to this game
nono its just for zealot/runie . tank healdebuff auras should stay as it is. kobs is even stronger togahter with wl subj/fort axe.Sulorie wrote: Sun Jul 13, 2025 10:09 amNah, a passively applied heal debuff, which can't be removed (unless removing the tank), with auras should never be higher than 25%.normanis wrote: Sun Jul 13, 2025 8:50 am heal debuff from chosens and kobs should be bigger (also 50% from zeal/rp tactics)
no need increase crits or damage
"give wh and witch propper aoe like evrywone has it!"
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