Page 1 of 1

SnB tanks.

Posted: Sat May 11, 2019 10:10 am
by Alubert
When the guard ability change was fortunately restored, maybe it was time to pour a little love into snb tanks.
My suggestion is as follows:
1. Bring back the super punt again to the 10 second cd on snb build.
2. The whole CC / KD / SILENCE / STAGGER which the snb tank makes lasts 1 second longer.
These changes would increase the power of snb tanks, but they would not reduce 2H tanks.

What do you think about it?

Re: SnB tanks.

Posted: Sat May 11, 2019 10:34 am
by Dammy095
there already too much cc in this game

Re: SnB tanks.

Posted: Sat May 11, 2019 10:43 am
by Tesq
Definetly give a slight advantage in punt department will make s+b shine more altough indirectly where tank shined more were kd department pre 1.4.7 patch ninja buff.
This have more to do with tank vs DD but have all DD that have acces to a KD with a duration of 3 sec is a degeneration of the game brought to more solo purpose meccanics in 1.4.x.
DD had in fact 2 secKD as filler or 3 sec silenec /disarm.

Bring silence / disarm to 4 sec is definetly wrong on tanks ,there are alredy some exemple of classes with 4 sec of this stuff (again thx ninja buff 1.4.7) which is not really balanced imo (with the exeption of melee dok/wp).

Definetly what should be s+b advantage over 2h is CC department. As in case of punt is more about frequency than quality per above point:

Quality = tank vs DD
Frequency ( and maybe quantity) = 2h vs s+b

By so:
kobs/kd s+b punt should have a faster cd than 2h and other modifications should happen as describee above in frequency and quantity over 2h tanks

Kobs/chosen stag more than a duration increase it should see a ap cost reduction. The ap is the same of when it was a 9 sec stag, same goes with cd and immunity timer.