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All line based skills have a chance to fail when going through a tile ending the skill when hitting a target with a shield.
That the merrit of the idea, it gives a reason for a tank to play the defender more, gives them more tactical ways to apply their tank.
projectiles stop going forward, Side/sill cut style skills ends the tile infront of the tank.
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I don't know about sidecut and sillcut but the rest seem okay.
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I mean sidecut isn't going around a guy cutting him from the side, its literally dashing for ward, invading personal space and ducking over or under peoples arms as you cut them.
If a person with a large shield blocked your attack mostly, it stands reason you might lose the momentum to maintain your Blitz.
now with tanks being bumped down a bit, I feel safe in suggesting Tank buffs that affect gameplay in interesting manners more than just flat damage resistance.
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I agree that we need to add more unique mechanics to make fighting interesting beyond DR, stat boosts, etc. +1
"Take it for granted. I
dare you."
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I think sidecut is sorta hard to even implent like that, cause scenarios like this:
DO