[White Lion] Pounce need a Cooldown
Posted: Mon May 16, 2016 12:18 am
Hi all,
I cannot remember ever playing a game, with a gap closer on a melee DD without cooldown.
War has some basic cc mechanics for different archetypes
1. Tanks have the best basic snare with 100% uptime, DDs only can snare for a short time. So a tank can save someone by snaring the melee DD and his target is able to run out of melee range. All snare breaking abilities have high cooldowns from 20 to 60 Sec.
2. Every Tank has a knockback, it provides a gap between melee DD and his target. To counter this, pure melee DDs have a charge. Kockbacks give a 30 Sec. immune timer, charge has also 30 Sec. cooldown.
3. Many classes and all tanks can spec for a knockdown, it also provides a gap between melee dd and his target. This makes also immune a 30 Sec. timer. It is a different immune timer, so every tank can spec for a second chance.
All abilities that can counter a gap have 30 Sec. cooldown in this game (Tanks 20 Sec. with tactic and only if the target is snared), so why has Pounce no cooldown? As a tank there is no way you can counter pounce and save his target. All the abilities every tank has are negated just by that one ability, even more Tanks are not able to save a target under this condition. You can gaurd him, but this only counters the dmg burst. White Lion is the only melee DD that ignores all CC abilities this game has to providing a gap and save his target.
It woukd be ok if the WL could spec for a second chance, but this must be under the same rules all other melee DDs have with 30 Sec. cooldown or at last 15 Sec. That is still better than any other melee dd. He could still jump on walls and over aoe dmg, ground snare or blocking areas.
Tiir
<Sorry for my bad English>
I cannot remember ever playing a game, with a gap closer on a melee DD without cooldown.
War has some basic cc mechanics for different archetypes
1. Tanks have the best basic snare with 100% uptime, DDs only can snare for a short time. So a tank can save someone by snaring the melee DD and his target is able to run out of melee range. All snare breaking abilities have high cooldowns from 20 to 60 Sec.
2. Every Tank has a knockback, it provides a gap between melee DD and his target. To counter this, pure melee DDs have a charge. Kockbacks give a 30 Sec. immune timer, charge has also 30 Sec. cooldown.
3. Many classes and all tanks can spec for a knockdown, it also provides a gap between melee dd and his target. This makes also immune a 30 Sec. timer. It is a different immune timer, so every tank can spec for a second chance.
All abilities that can counter a gap have 30 Sec. cooldown in this game (Tanks 20 Sec. with tactic and only if the target is snared), so why has Pounce no cooldown? As a tank there is no way you can counter pounce and save his target. All the abilities every tank has are negated just by that one ability, even more Tanks are not able to save a target under this condition. You can gaurd him, but this only counters the dmg burst. White Lion is the only melee DD that ignores all CC abilities this game has to providing a gap and save his target.
It woukd be ok if the WL could spec for a second chance, but this must be under the same rules all other melee DDs have with 30 Sec. cooldown or at last 15 Sec. That is still better than any other melee dd. He could still jump on walls and over aoe dmg, ground snare or blocking areas.
Tiir
<Sorry for my bad English>