Re: Overarching balance changes
Posted: Mon Jul 11, 2016 6:27 pm
There is a difference between "that skill is too strong! nerf it!" and "that skill is very strong but does not need a nerf". Guard falls into the latter category.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=15380
not really sure, maybe some changed to stagger, and others to KB or CD increaser.peterthepan3 wrote:Wouldn't it give an even bigger boost to kiting groups? What CC did you have in mind.
I suggested that on some channel about a year ago, but the major oppinion was that people would probably troll others to much. Works good in SWTOR though iirc.Penril wrote:Why remove pulls when we could add a defensive pull? Sounds more fun.
Make it so it only works on groupmates. Problem solved. They did the same with the Rat Ogre on live (he could only throw people from his WB).Luth wrote:I suggested that on some channel about a year ago, but the major oppinion was that people would probably troll others to much. Works good in SWTOR though iirc.Penril wrote:Why remove pulls when we could add a defensive pull? Sounds more fun.
I meant pulling friendly players to safety.Jaycub wrote:how would you even make a defensive pull? Pull can already be used both offensively and defensively, it's just used almost exclusively offensive because of it's nature.
You can though, for instance on Mara/WL pull off the melee train and pull one of the opposite team MDPS away from say your slayer/choppa if you find yourself in a situation where you are in no position to kill anything and you need to do everything you can to relieve pressure.
Punt basically serves the same purpose an exclusively defensive pull would imo