Posts: 27
Threads: 13
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Apr 2016
Right now, performance rating is simply an annoyance for any dedicated tactician because all it requires is a small AOE that wasn't even targeted towards the tactician to kill his rank and rather puts them in a bad spot in a teamfight
maybe make it so it has to be 10%+ hp damage dealt to lower a rank?
Or better yet, make it so the tactician himself needs to be the targeted one to cause a rank drop if the damage is great enough. AKA, They hit him with the basic attack/spell/etc.
•
Posts: 434
Threads: 68
Likes Received: 224 in 83 posts
Likes Given: 421
Joined: Jul 2016
Can we just have a skill where the tactician is not even on the map. And is safe forever because they already have to be carried by their teammates or minions.
Tactician rework please. Time to tip the scales.
Performance rating is hard mode right now, I agree with frankster here.
•
Posts: 44
Threads: 15
Likes Received: 4 in 3 posts
Likes Given: 0
Joined: Feb 2015
Tacticians, by what I see in design, seem to promote staying in the backlines and buffing people from across the map with really good buffs. The problem lies is when they either get attacked or get caught in AOEs, as said. Considering each instance of damage lowers tactician rating as long as it's above 5%, (Which means 50+ damage for a 1000 HP Character) they can also have their tactician rating dropped close to D sometimes. Not only that, their strongest moves which almost defines the tactician, can cripple a person when their tactician rank is high (Analyze Weakness / Enemy Evaluation) require them to get relatively close to their enemy.
So situation wise, if they get rushed, optimally they should get the heck out. Some classes have real gap closers which force their allies to defend them. But AOEs and even getting focused seem to solve the tactician being any sort of useful. There are certain combos which really help get aggro away from the Tactician (Covering Fire) but at this point they're destined to stay at the lower ranks. They obviously need a change that makes them have the ability to stay at medium ranks (Below A) with relative ease but still make it as hard as it is now to keep high ranks. (A and above) I recommend a formula. From D to SSS being 1 to 7, make it so that they have a %(11-TactRank) health threshold to lose their rank upon taking damage. That means that at rank C, it would take 90 Damage for a 1k HP to go down, while at Rank A it would need 70, while at Rank SSS, it would need 40.
Not only that, but because of some of their abilities (Analyze Weakness / Enemy Evaluation) being very up close and personal and combat oriented, how about an additional effect? When dealing damage, they have a %(TactRank+6) Health Threshold of enemy damage (In one action) to increase the rank itself. This makes it relatively viable not only in solo but in combat capabilities. Anyways, Tactician Rank is very reminiscent of Devil May Cry / Brawler Games "Combo/Style" systems, so it would definitely work. Not only that, it gives Cobra Stance even better worth because it completely denies damage, which helps with keeping tactician rank up. Reaver also becomes powerful here if you can dish out enough damage.
But then again, I don't think Dev wanted Tactician to be a combat oriented class, so lets see how he hauls it if he does.
Thoughts?
•