It is to compensate their mid range nerf.
though I think moving shot should gone.
too much synergy with run speed.
this combo eclipses every other escaping moves.
most squishy classes would meet situation their escaping tools on cd.
dangerous moment.
SH often have few more.
[SH] Ranged knock down has to go
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- anarchypark
- Posts: 2085
Re: [SH] Ranged knock down has to go
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
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Re: [SH] Ranged knock down has to go
deleted
Last edited by balvor877 on Thu Jan 14, 2021 5:01 pm, edited 1 time in total.
Re: [SH] Ranged knock down has to go
then remove Punt for tanks because is annoying...balvor877 wrote: ↑Thu Jan 14, 2021 3:42 pm Seriously, you have destroyed all solo roaming for Order with that IWIN ability.
There are SHs roaming everywhere and the first hit is always the knock down. When you recover from it you are already half dead. And that on a ranged dps class with pet and tons of escape abilities...
That knock down either needs a pre-condition or the ranged reduced or removed. It is waaaay to powerful on that SH class.

Re: [SH] Ranged knock down has to go
I think comments are right on topic. You are complaining about a CC which order has access to 2 of them.
The cast on move is due to the mastery the skill is located and because of the shorter range compared to similar CC on the opposing faction.
Yes, it is irritating getting KD from range believe us, as destro players we know. You will have to adapt to the new dangers and be more careful or you will get caught.
[BG] Amelios RR8X
[SH] Gittens RR8X | [SHM] Moquito RR 6X
[IB] Ambiorix RR 7X
[KOBS] Quarterback RR7X
[SH] Gittens RR8X | [SHM] Moquito RR 6X
[IB] Ambiorix RR 7X
[KOBS] Quarterback RR7X
Re: [SH] Ranged knock down has to go
Destro had already more CC. Like the aoe knock down from the Mara or the pull from the Choppa which can interrupt you multiple times. That KD on the SH is too much and everybody should knows that.Brutinho wrote: ↑Thu Jan 14, 2021 4:58 pmI think comments are right on topic. You are complaining about a CC which order has access to 2 of them.
The cast on move is due to the mastery the skill is located and because of the shorter range compared to similar CC on the opposing faction.
Yes, it is irritating getting KD from range believe us, as destro players we know. You will have to adapt to the new dangers and be more careful or you will get caught.
Re: [SH] Ranged knock down has to go
balvor877 wrote: ↑Thu Jan 14, 2021 5:07 pmDestro had already more CC. Like the aoe knock down from the Mara or the pull from the Choppa which can interrupt you multiple times. That KD on the SH is too much and everybody should know that.Brutinho wrote: ↑Thu Jan 14, 2021 4:58 pmI think comments are right on topic. You are complaining about a CC which order has access to 2 of them.
The cast on move is due to the mastery the skill is located and because of the shorter range compared to similar CC on the opposing faction.
Yes, it is irritating getting KD from range believe us, as destro players we know. You will have to adapt to the new dangers and be more careful or you will get caught.
Re: [SH] Ranged knock down has to go
I think SH have too much of a lot of things, but complaining about an ability that is a straight up mirror of an ability on their role mirror class is just silly.
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Re: [SH] Ranged knock down has to go
SH already gets 2 core KDs one from meatball and the other on the basic squig and now has a 3rd from range and on the move, and technically the basic squig kd can be considered range if you send the pet out first to knock someone down. Other than a few tanks every class that has access to a KD have to spec for it. And I am pretty sure no class gets 2 core KDs. SH has enough CC/escape now that run away is core too.
My vote is to put run away back in the 5 point QS spot and give the ranged KD to the magus

My vote is to put run away back in the 5 point QS spot and give the ranged KD to the magus


Trismack
Re: [SH] Ranged knock down has to go
Is it a straight up mirror? I thought for the sw you have to stand still while the SH is useable while running?
And no i am sure you need to look at the bigger picture. SH has at least 1 charge, that makes the KD stronger.
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