And I think it does need more mobility, that's why we have a different philosophical opinion! Let's just agree to disagree lol. The Mara Monstro proc can certainly get looked at regardless of anything else, but frankly I think you can really go one of two ways. You can slightly tweak it to make it more appropriate, or you can heavily nerf it and give the Marauder some other functionality to compensate. There's nothing wrong with changing some fundamental aspects of "how" a class is balanced, instead of just adjusting values.Elemint wrote: ↑Thu Jul 23, 2020 2:02 am Aye. And just as you argue that a rootbreaker alone isn't enough, i argue that a gapcloser alone isn't enough. Every class you want to "catch" has a way to open the distance again. When they do, you have no hope of catching up to them until your pounce goes off CD again.
This is exactly my point, they ARE more mobile. I also think the game doesn't need any more mobility than it already has.I also firmly believe the Mara/WL (and all MDPS) should be more mobile than any of the hybrid off-archetype MDPS classes, as they have the option to switch and do "something" else, which true-archetype MDPS doesn't have that flexibility (so for RDPS, it's the ability to effect combat from ranged, for Supports, its the ability to heal, and for Tanks is the ability to guard/protect/do tank stuff).
I've always felt that the Marauders survivability advantage over other MDPS was such a poor design, and I was exremely unhappy with Monstro proc the first time I saw it and I still don't like it. The design of it has always been stupid and I said from day 1 it should be a damage increasing proc to be honest. The Marauder is a DPS class, not a psuedo-debuff tank, and even when it was at it's worst for damage (circa like 09), I was making that argument lol.