Class Counterplay
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Re: Class Counterplay
Dwarfs should have reduced speed because they have short legs and are fat!
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Re: Class Counterplay
100% agree on 4. Even making pounce, shadowstep, SW self knockback, declare anathema work while airborne again would be a good start. Whole lot of counterplay/outplay mechanics in general have been nerfed/removed in recent years for some idiotic reason.vanbuinen77 wrote: ↑Tue Dec 10, 2024 11:21 pm -Each class should get a cc break
-Each class should have the option to spec into a heal debuff
-Bring back resolute defense and cleansing wind
-Add counterplay vs pulls via either abilities or morales
3: ok suggestion.
2: I kinda like uniqueness of classes even if that means no HD.
1: 2 different thoughts on this: snare breaks and FM working against champ challenge would be great change. Right now it's insane how literally the strongest CC in the game is easily accessible m1 for every tank, is unbreakable and has longest duration of all cc's in the game. As for knockdowns/silences/staggers I disagree: CC break on those makes sense on other games where cc's are longer and/or can be chained. Like in WoW 10+ sec cc chain is normal especially on healer/non-kill target and even 15+ sec cc chain is not out of the question but in WAR there's immunity system instead of diminishing returns and knockdowns/staggers/silences all share same immunity timer so those cc's can't be chained anyway.
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Re: Class Counterplay
Can't expect across the board counter play when WE/WH can't actually actively hunt each other with any form of actual percentage via skills / stats. If that isn't a thing, forget multi class counterplay for all.
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Re: Class Counterplay
In my opinion, the root of the class design and what makes the game nice, is that each class is missing some key aspect. This encourages people to form teams for maximum effectiveness, or play intelligently to try to minimize their weaknesses while maximizing their strengths.
It's also why playing a different class is a valuable worthwhile and fun endeavor.
It's also why playing a different class is a valuable worthwhile and fun endeavor.
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