Pikeman Archive
Thread: warcry and kd nerf proposal
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=25216&page=27
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=25216&page=27
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=25216&page=27
Dude, post what you want to say in this message.
Here is what you said:
"I don't like the warcry change as it stands. Warcry needs some work, but this I don't think is optimal. It has always been a croud control, but now it is nearly useless against the person youare actually attacking. How about these 3 changes, the first being most important... first give melee guys ,and maybe commandos since they are practiacally melee, a defence against warcry that stacks with their melee dmg mitigaton. So, however a successful hit calculated now, that chance would be reduced to 80,60,or 40% of the original chance. Secondly, make it so you can be warcried OR kd'd, every 30 seconds. these are 2 powerful delay moves and should not be stackable. Thirdly, you can add a further 2 second delay for the warcry move. So now, you have a reduced chance at success, can either warcry or kd, and have a longer delay between moves. All of these changes give you options, and make it effective against your actual target, while giving them and everyone else fighting chance against it. This will increase your options in combat, which is what this game needs the most, more choices of what to do at every turn. Thx for your time."
and then this
"Actually, you can add that last suggestion to all moves that delay the next attack. That way there is a risk in using the move, because to use the move delays you. This again gives the attacker options. Waste time delaying? or actually try and do some damage."