The best change to RoR was the morale nerf.
Worst snb tanks punt nerf. (20 secund cd).
I would like to ask you to consider and analyze whether this change was needed. Why?
Snb tank gives up the possibility as it gives him a 2h build giving him more offensive possibilities and vice versa. I see it like this:
snb = more def, more utility. 2H = more dmg. I don't see any reason to reduce the possibility of CC snb tanks compared to 2h tanks. More to say, the whole CC should be stronger in the snb build. For example: KD and stagger 1 sec longer duration. Punt 1 sec shorter cd compared to 2h. Snare 1 sec longer duration.
I believe that such changes in this direction are worth considering.
Snb tanks - CC
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Snb tanks - CC
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
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Re: Snb tanks - CC
4s KDs? This effectively means classes that can KD with no prerequisite will murder even more. And how would this effect aoe knockbacks like from healers? Do those get shorter knocks as well? Sorry, I completely disagree with this.
Re: Snb tanks - CC
Hey I'm a tank main with experience with most tanks and also disagree with this.
The issue is not using immunities properly as a group. On any of my tanks I would feel this change to be too strong especially considering BG will be a 6s kd.
The KB immunity is necessary imo.
HOWEVER, I will say that certain changes to reducing immunities may be beneficial for RANKED 6v6 games ONLY. Many ranked players feel there should be some method in place to prevent such defensive play to lead to a 0-0 game after 15 mins. But they could also include damping, but on your point OP, I would only consider this a good idea in 6v6 just because its just way too hard to kill when you have 2 good groups.
The issue is not using immunities properly as a group. On any of my tanks I would feel this change to be too strong especially considering BG will be a 6s kd.
The KB immunity is necessary imo.
HOWEVER, I will say that certain changes to reducing immunities may be beneficial for RANKED 6v6 games ONLY. Many ranked players feel there should be some method in place to prevent such defensive play to lead to a 0-0 game after 15 mins. But they could also include damping, but on your point OP, I would only consider this a good idea in 6v6 just because its just way too hard to kill when you have 2 good groups.
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