And then what? It t will likely have an extremely pricey oppurtunity cost in the form of a tactic slot forcing to drop Wounds or a massive amount of damage with either Stab You Gooder, Gork Smash or you can decide to commit suicide and drop Guud at Big Choppin. You are arguably worse off than not having one.Moonbiter wrote: ↑Wed Oct 04, 2023 8:48 am BOs complains drops da serva![]()
I disagree with some authors ere who disregard long punt for BO.
Its the most powerful ability after guard itself. If you cant punt away enemy tanks, then you are half efficient. I insist that its a mandatory as a guard ability.
So, the long punt must've imho.
Other abilities must be reworked also, dis i agree. BO is dulled as the topic author wrote.
Every tank brings something to the table, so let's just compare (in a void) the class defining tools each meta 2h smallscale build brings including the changes that might happen with the rework. Starting with Order.
Kobs: undefendable aoe snare, on demand KD, punt, 15% healing for the entire group + Ap + res from auras, 10% crit chance on aoe, 90+ aoe wounds debuff, all with 100% uptime with talk of double/triple shatter confidence coming back. Low support damage
Literally the strongest class in the game by a mile to the point that not even Slayers come close. Mandatory in all content. Possibly getting a huge buff.
IB: On demand KD, punt, infinite AP for the whole group, 25% parry + initiative , str + 10% crit, 1088 armor debuff, aoe snare, 20% reduced chance to crit on target, and other less game changing buffs. Okay-ish support damage.
Another very solid kit especially if you know how to read the sitaution and can manage 2 oathfriends, although The IB population is still stuck using every buff in a sequencer rotation and complaining about lacking GCDs so there's that. Excellent for both roaming and 6v6
SM: 10% reduced chance to defend on target, cooldown reducer, 25% self parry, 110 rng stat steal, double spirit res debuff coming back, ST punt, highest damage from a tank in the game and basically impossible to kill cause of WoDS.
Seems less impressive in a void but then you take into consideration the amount of spirit damage order brings to the table or learn what it means to have 2 slayers applying 4 IDs. Can swap the 10% reduced defense on dazzling to a mechanic locked KD or aoe 1k+ absorb. Unlike BO, it has versatile tactic slots if the punt will indeed require a tactic slot. Solid for roaming and if both ST punt aswell as double res debuff become a thing a solid argument can be made for SMs being the strongest 6v6 class in the game.
Destro:
Chosen: On demand KD, punt, 25% self parry, -10% crit chance on all party with solid uptime, -10% chance to be crit on self, AP + res + str/tough from auras, 75 aoe wounds debuff, basically immortal with m2. Low support damage.
It's not a kobs, but it still brings stuff to the table. Mandatory for most content.
BG: On demand KD, 120 wounds debuff on crit, 10% crit on aoe, aoe snare, parry/hatred on self, best punt in the game, 10% aoe reduced parry/block, 1200 armor debuff, 20% reduced chance to crit on target other and minor buffs/debuffs. Decent support damage.
Again an exceptional tank, excellent for all content. Not much else needs to be said.
BO: 120 WS to defensive target, exists in any capacity for only 66% of the time during You Wot?!, Mechanic locked KD, ST punt, 120 rng stat steal, 990 armor debuff. Other very minor debuffs, decent support damage.
That's it, that's the entire class. Do you see where the problem is now? It's not the punt. Do you honestly really think a punt, even if it has no opportunity cost, is enough? It's a tank that is more vulnerable than a Mdps since it has no detaunt and I won't even get into itemization because SOMEHOW it gets even worse when taken into account.
Whether BO has a punt or not doesn't matter whatsoever. It needs to be almost entirely redesigned because it brings absolutely nothing.