Even a meagre 3 sec CD would made the interrupt matter more, since it allows a small timeframe for enemy ranged phys+magical to touch the enemy. (not that it matters much with defendable dots, even if it makes initial landing, anything can and will be disrupted with the following ticks)
knockback + interrupt
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- Aurandilaz
- Posts: 1896
Re: knockback + interrupt
another possible thing to make interrupts matter more if you add 3-5 sec CD to HTL. Someone interrupts your HTL that gives massive buff to half of your wb? No problem, keep hitting the HTL button. 
Even a meagre 3 sec CD would made the interrupt matter more, since it allows a small timeframe for enemy ranged phys+magical to touch the enemy. (not that it matters much with defendable dots, even if it makes initial landing, anything can and will be disrupted with the following ticks)
Even a meagre 3 sec CD would made the interrupt matter more, since it allows a small timeframe for enemy ranged phys+magical to touch the enemy. (not that it matters much with defendable dots, even if it makes initial landing, anything can and will be disrupted with the following ticks)
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- footpatrol2
- Posts: 1115
Re: knockback + interrupt
This ^^. Which gives reason and cause on WHY you want a stabby SH in your warband. Ideally you want 2 stabby SH's for 100% upkeep of bad gas.
Re: knockback + interrupt
One could think of changing EtO of Slayers and the Choppa equivalent to Challenge-esque interrupts instead. It'd add more utility to both classes, deal with an almost useless skill and saturate the battlefield with more counters. Add a ragedump to keep the burst/utility ratio, reduce the CD by 20-30s and you're done.
No risk of enabling chain interrupts like those described above, nor any other kind of powercreep that'd come about with a blanket change to a whole category of CC, or archetype.
No risk of enabling chain interrupts like those described above, nor any other kind of powercreep that'd come about with a blanket change to a whole category of CC, or archetype.
Re: knockback + interrupt
Unless you want M4 cheese you might as well run all SHs with bad gas even now, no drawback to speccing bad gas as you want sneaky stabbin for WB play anyways.footpatrol2 wrote:This ^^. Which gives reason and cause on WHY you want a stabby SH in your warband. Ideally you want 2 stabby SH's for 100% upkeep of bad gas.
Rip Phalanx
- Shalktonin
- Posts: 203
Re: knockback + interrupt
sure i'd love that flashbang grenade would keep destro nice and locked down....for ever.
Scientia potentia est, tene hanc bene


Re: knockback + interrupt
You want this implemented? Make a proposal and hope it is not declined. There is a reason we have the BDF.
Locking.
Locking.
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