Bloadsoaked.6792 Posted February 6, 2018 Share Posted February 6, 2018 Hihere are the scenarios:a) Enemy goes down, u start stomp, he does an interrupt of any sort, 2nd stomp goes through. Result: Takes super long, better attack normally.b) Enemy goes down, u start stomp, enemy player enters and attacks. Result: You need to be really tanky to push 1 or 2 stomps through now. So normal attacts, do aoe or sth. c) Enemy goes down, u get small (engi) / invisible / invincible etc. - stomping goes through. Result: ONLY here the stomp is a good choice. AND who does exactly that? Right, classes with good burst like thief and engi etc. Kill it, stomp it, no chance for enemy team to interact. Burst and able to make use the mechanic - bad idea. That is a poor choice of game design imo if you aim for "team play". My suggestion: While do a stomp, the player should be effect-able by damage, fear and interrupts. Or better, delete the mechanic.This post is for devs only. I wont look into this post again. Dont hate, nobody cares for hateful opinions.Have fun! Link to comment Share on other sites More sharing options...
Khaliel.3918 Posted February 6, 2018 Share Posted February 6, 2018 My suggestion: While do a stomp, the player should be effect-able by damageYay.fear and interrupts.They already do unless they have stability or resistance (for fear). But if you're talking invulerable targets, i think they shouldn't be able to stomp or ress at all.Or better, delete the mechanic.The devs won't change a mechanic just because you're salty.This post is for devs only. I wont look into this post again.You will just like you did in the other one.Dont hate, nobody cares for hateful opinions.Debating your suggestion =/= hate. Link to comment Share on other sites More sharing options...
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