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View Full Version : Tactical abilities need love



BigErkyKid
12-22-2016, 09:22 AM
Hi,

Most recent content in DDO features big spawns of trash. This depreciates a lot the value of tactical abilities, since most of them are single target and have relatively long cool downs (+6 seconds, and some much longer). Orange named mobs have become very rare (I guess to prevent insta kills), and tactics don't work on red named, thus often we don't have very good opportunities to use the tactics.

This does not mean that they are always useless. See for example this:

https://www.youtube.com/watch?v=LOBEawPzMvA

Here we have a good player using tactics to his/her advantage when mobs are very dangerous.

However, in regular gameplay, dire charge predates most of the other abilities in usefulness. Otherwise, raw damage can easily destroy most mobs, and things like mass hold are in most cases strictly preferred.

To bring back the usefulness of tactics, I suggest a global reduction in the cool down. This would be fairly easy to implement, and it would be hardly OP.

Any support?

AzureDragonas
12-22-2016, 09:36 AM
Time to time i still see tripped bosses, if you implay that trip should have like 1 second cooldown i already can see how popular dc fighters tripping raid bosses would be...

Btw in recent shroud we had tripped arterikos once ^^

Vanhooger
12-22-2016, 09:39 AM
I think with reaper where you most likely 1vs1 mob (unless this new aggro thing) they will be in a rather good spot. I hardly see people going in 20 reaper mob and dire charge, you're death will be terrible.

BigErkyKid
12-22-2016, 10:17 AM
I think with reaper where you most likely 1vs1 mob (unless this new aggro thing) they will be in a rather good spot. I hardly see people going in 20 reaper mob and dire charge, you're death will be terrible.

Two comments:

1) Not everything will be reaper
2) In reaper AOE stuns will probably dominate (mass hold/glacial/discos)

I agree though that the more dangerous mobs are individually, the more tactical abilities shine.