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Heavy tackle
#11
If treads stopped the knockback, people could double HT on the same turn. Or just be surrounded by a bunch of bully HT Arbs, doing this 150-200 per hit and stealing your milk money.

I imagine the tackle as something like

[Image: 50ea7b14af69bb1aedb298706061de93.jpg]

which, with the Arbalest's heavy force in mind, lifts the targets feet off the ground, nullifying Spiked Treads and prevents this.
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#12
Double HT on the same turn could be desirable. Since you don't get knocked down AND fucked aside. Like, what can you do? Get back in range of the enemy to get punted? (If you even CAN get back in range.). Or wait/move away for them to shukuchi move and knockback again? No, you'd stick nicely around and be able to atleast use some momentum to attack or do something againts them. And if you're surrounded by enemies that focus solely on you, you're in deep shit already anyway.

And applying your common sense logic, heavy axe thrown at you from a cannon deeefinetly isn't more force than a pile of armor humping you, riight?

To add, double HT would become less of an issue if evasion happened.
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#13
"[url=http://www.neus-projects.net/viewtopic.php?p=8549#p8549 Wrote:Sarinpa1 » Thu Jul 23, 2015 7:50 am[/url]"]Alright, bonus suggestion
those boots should stop knockback, yes? Pulling already is unaffected. I don't see why not all forms of knockback shouldn't be influenced. The knockdown still applies.
That along with the evasion compatibility, and we're looking at a skill that doesn't incredibly decimate squishy dodge builds.
Except if their first move inflicts knockdown, Evasion won't save you from their follow-up. So in your words, it will still 'incredibly decimate squishy dodge builds'. Same thing goes for just giving Evasion a chance. (see: Knock them down, then body check them across the map) Given Heavy Tackle's damage formula (and assuming they're building specifically to abuse HT), trying to ignore the knockback effect is suicide for anything that isn't a physical tank.

On its own, Heavy Tackle is the bane of Evasion-reliant builds no matter how you slice it. A fully-powered Heavy Tackle that can be constantly chained (without party assistance), however, shouldn't be happening. A way to limit movement (boosts) while BW is over the limit/at absurd levels could be a start to curbing that.
[Image: a2794117f3.png]
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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#14
Heavy tackle only knocks down if they travel at least 3 tiles. If spiked treads removed the knockback, evasion would do well against it because there would be no knockdown. At the same time, it lets you fight back if you're not quick enough to close that distance again (especially after being knocked down). If HT spam right up in your face for 100-200 damage is too tough to overcome with whatever build is being used, you always would have the option to not wear the spiked treads.

I'm really not for giving evasion any more power -- it's easily one of the most overbearing things in the game right now, right next to guns -- but letting spiked treads do as they're intended really opens up at least SOME possibilities of fighting someone who is fighting like a battering ram. Alternatively, capping the bonus damage/Knock-back on the skill could be a better solution if heavy tackle is intended more for utility and creating 'breathing room' for Arbalests, rather than for heavy damage/crowd control.
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