This is one of the more reasonable solutions to changing pounce, and I think itd work fine, though the cd/root duration would take a bit of debate.mursie wrote:I'll say this again - and again when the discussion to fix pounce comes up for the billionth time.
1. No WL wants to just hit pounce over and over again. So why do they? Because when you pounce to target, you are almost never actually in range of target upon landing...you are usually 6+ feet outside of range. Now, if you are 6ft out of range of a target...and your only active and available damage (forget axe toss pls) ability of note is - pounce - guess what most WL's are going to follow up with? You got it - pounce. this is why you see the spam.
How do we fix? simple. How were mara's, sentinenls, juggs, and guardians in swtor able to use their 10 second cooldown force leap (for those not familiar - force leap in swtor was the equivalent to pounce). Well, upon firing the ability, the target would be rooted..for 1/2 second (you could spec a point to make the root last a full second). This GUARANTEED that upon landing the target would definitely be in melee range (they were freaking rooted). the tradeoff - force leap had a 10 second cooldown.
I am completely for a cooldown on pounce, just give me the 1/2 second to 1 second root on target when it applies to ensure that when i hit pounce - you are locked into a specific spot that I do infact land on and thus you are in melee range. simple - easy - done.
No one wants to spam pounce... it's spammed because the ability is poorly implemented. If you gap close to a target...but arent actually in range of said target to use your actual good melee abilities, then guess what... you're going to repeat the same gap close ability that failed to get u there.
Thanks for your time.
Also itd be good if it gave immunities (1s root = 10s immunity, so not bad), I mean staggers already punish players for using cc poorly, I dont see why this couldnt be the same.
Also, seeing as people only seem to talk about pounce, going to note about 2 things by the OP.
- Recent heal on the move change, Id say its too early to tell, but it seems fine at the current cost. I mean it is 55 ap, and even if youre an am, you cant spam it forever. However, if it does prove to be too much in the future, I wouldnt be for nerfing it, instead i'd suggest moving it from being a core functionality to being part of a tactic - ideally the first tactic in the am/shaman healing tree, not sure about for rp/zealot, though they wouldnt use it either way with flash heal
- Regarding that aao change, oh god no, just no. That would be terrible. AAO is already successful in helping defenders. Ive had characters literally go from rr35 to 40 in an hour. Besides this idea (and ive seen it often before) would literally ruin rvr, as aao isnt localized but spread across a zone, so anyone not in the zerg would get wrecked. We need more reasons for zergs to split up (and defend bos), not less.