Tesq wrote: ↑Sun Apr 22, 2018 9:14 am
Toldavf wrote: ↑Sun Apr 22, 2018 9:02 am
Tesq wrote: ↑Sun Apr 22, 2018 8:04 am
5 sec ia not enought for a class that in 5 sec can go into the next level of meccanic, if you add a KD that's a pretty harsh sich you can be potentially kd and go into rage just after it. The afterwards of the detaunt also help ya keep you alive is important that when you get up you can benefith thenmlst of that detaunt; 10 sec is min for chopp / slayer as much 5 sec is max for wl/mara. They are diff classes with diff meccanics and diff needs.
You arent providing any reason why a guard swap should take this long, detaunt on mdps is just an extender of life not a skill that will let you free tank in certain builds.
If you are kd'ed and in danger of dieing I would argue that there is enough counterplay available from a group to prevent that death, and what ever they decide to use it should not take 10 seconds to deploy.
There is no guard swap you can kill a choppa/slayer pretty much under guard if you know what you are doing, but anyway the longer detaunt serve the purpose for choppa /slayer to run away with out his tank, after focus +kd+ focus you get up, drop rage (which you need to do and is a wasting time compared to other mdps) then detaunt and run with flee/charge.
If you have a detaunt lasting 10 sec you can ran past your tank exing from los/range of anythimg while still have detaunt ppl. If you dont you must stay guard focussed hopping that the guard will be sufficient to keep ya alive. Until now all nornal exept the fact that when got kd you or just after it you gone berserk taking more dmg compared to ther classes, which mean the average dmg is higher so you need an avarage longer detaunt.
And this involve all the common punt/guard swap stuff. You are less durable than a mara/wl that's the point you will never be ae to play exatly as them. You need to get away even in full perfect party sometimes. 5 sec is too low. I dont really see the difficulty to see the difference between the 2 pairing wl/mara chpp/slay.... In survability. This is just a pretty normal conseguence of their diff capacity.
If you are killing a target through guard detaunt is irrelevant it won't save him, it's literally a damage reduction of the same size.
So you run away from your enemies, breaking your own guard range and carrying yourself out of melee range, I dont see why you need any form of detaunt at that point.
5 seconds is easily more than enough time, it's at least 3 gcd under the worst situations you need 2 to remove yourself from a melee train OR one to increase your mitigation if that will be sufficient.
For me this isn't about other classes this is about how slayers/choppers dps output stacks up against their suitability and how you balance the class with the best dps having such a good detaunt as some people propose.